dxx-rebirth/main/net_udp.c

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/*
*
* Routines for managing UDP-protocol network play.
*
*/
#ifdef HAVE_CONFIG_H
#include <conf.h>
#endif
#define PATCH12
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "pstypes.h"
#include "window.h"
#include "strutil.h"
#include "args.h"
#include "timer.h"
#include "newmenu.h"
#include "key.h"
#include "gauges.h"
#include "object.h"
#include "error.h"
#include "laser.h"
#include "gamesave.h"
#include "gamemine.h"
#include "player.h"
#include "gameseq.h"
#include "fireball.h"
#include "net_udp.h"
#include "game.h"
#include "multi.h"
#include "endlevel.h"
#include "palette.h"
#include "cntrlcen.h"
#include "powerup.h"
#include "menu.h"
#include "sounds.h"
#include "text.h"
#include "kmatrix.h"
#include "newdemo.h"
#include "multibot.h"
#include "wall.h"
#include "bm.h"
#include "effects.h"
#include "physics.h"
#include "switch.h"
#include "automap.h"
#include "byteswap.h"
#include "playsave.h"
#include "cfile.h"
#include "gamefont.h"
#include "rbaudio.h"
#include "config.h"
// Prototypes
void net_udp_init();
void net_udp_request_game_info(struct _sockaddr game_addr, int lite);
void net_udp_listen();
int net_udp_show_game_info();
int net_udp_do_join_game();
int net_udp_can_join_netgame(netgame_info *game);
void net_udp_flush();
void net_udp_update_netgame(void);
void net_udp_send_objects(void);
void net_udp_send_rejoin_sync(int player_num);
void net_udp_send_game_info(struct _sockaddr sender_addr, ubyte info_upid);
void net_udp_send_netgame_update();
void net_udp_do_refuse_stuff (UDP_sequence_packet *their);
void net_udp_read_sync_packet( ubyte * data, int data_len, struct _sockaddr sender_addr );
void net_udp_read_object_packet( ubyte *data );
void net_udp_ping_frame(fix time);
void net_udp_process_ping(ubyte *data, int data_len, struct _sockaddr sender_addr);
void net_udp_process_pong(ubyte *data, int data_len, struct _sockaddr sender_addr);
void net_udp_read_endlevel_packet( ubyte *data, int data_len, struct _sockaddr sender_addr );
void net_udp_send_mdata_direct(ubyte *data, int data_len, int pnum, int priority);
void net_udp_send_mdata(int priority, fix time);
void net_udp_process_mdata (ubyte *data, int data_len, struct _sockaddr sender_addr, int priority);
void net_udp_send_pdata();
void net_udp_process_pdata ( ubyte *data, int data_len, struct _sockaddr sender_addr );
void net_udp_read_pdata_short_packet(UDP_frame_info *pd);
void net_udp_timeout_check(fix time);
void net_udp_timeout_player(int playernum);
int net_udp_get_new_player_num (UDP_sequence_packet *their);
void net_udp_noloss_add_queue_pkt(uint32_t pkt_num, fix time, ubyte *data, ushort data_size, ubyte pnum, ubyte player_ack[MAX_PLAYERS]);
int net_udp_noloss_validate_mdata(uint32_t pkt_num, ubyte sender_pnum, struct _sockaddr sender_addr);
void net_udp_noloss_got_ack(ubyte *data, int data_len);
void net_udp_noloss_init_mdata_queue(void);
void net_udp_noloss_clear_mdata_got(ubyte player_num);
void net_udp_noloss_process_queue(fix time);
void net_udp_check_for_old_version (char pnum);
void net_udp_count_powerups_in_mine(void);
void net_udp_send_extras ();
extern void multi_reset_object_texture(object *objp);
extern void multi_send_stolen_items ();
extern void multi_send_kill_goal_counts();
extern void multi_send_powerup_update ();
extern void multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag);
extern void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state);
extern void multi_send_light_specific (int pnum,int segnum,ubyte val);
extern void multi_send_trigger_specific (char pnum,char trig);
extern void nm_draw_background1(char * filename);
extern void game_disable_cheats();
// Variables
UDP_mdata_info UDP_MData;
UDP_sequence_packet UDP_Seq;
UDP_mdata_store UDP_mdata_queue[UDP_MDATA_STOR_QUEUE_SIZE];
UDP_mdata_recv UDP_mdata_got[MAX_PLAYERS];
UDP_sequence_packet UDP_sync_player; // For rejoin object syncing
UDP_netgame_info_lite Active_udp_games[UDP_MAX_NETGAMES];
int num_active_udp_games = 0;
int num_active_udp_changed = 0;
static int UDP_Socket[2] = { -1, -1 };
static char UDP_MyPort[6] = "";
extern obj_position Player_init[MAX_PLAYERS];
extern ubyte SurfingNet;
extern ubyte Version_major,Version_minor;
extern char MaxPowerupsAllowed[MAX_POWERUP_TYPES];
extern char PowerupsInMine[MAX_POWERUP_TYPES];
extern int Final_boss_is_dead;
extern vms_vector MarkerPoint[];
/* General UDP functions - START */
// Resolve address
int udp_dns_filladdr(char *host, int port, struct _sockaddr *sAddr)
{
struct hostent *he;
#ifdef IPv6
int socktype=AF_INET6;
he = gethostbyname2 (host,socktype);
if (!he)
{
socktype=AF_INET;
he = gethostbyname2 (host,socktype);
}
if (!he)
{
con_printf(CON_URGENT,"udp_dns_filladdr (gethostbyname) failed\n");
nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not resolve address");
return -1;
}
((struct _sockaddr *) sAddr)->sin6_family = socktype; // host byte order
((struct _sockaddr *) sAddr)->sin6_port = htons (port); // short, network byte order
((struct _sockaddr *) sAddr)->sin6_flowinfo = 0;
((struct _sockaddr *) sAddr)->sin6_addr = *((struct in6_addr *) he->h_addr);
((struct _sockaddr *) sAddr)->sin6_scope_id = 0;
#else
if ((he = gethostbyname (host)) == NULL) // get the host info
{
con_printf(CON_URGENT,"udp_dns_filladdr (gethostbyname) failed\n");
nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not resolve address");
return -1;
}
((struct _sockaddr *) sAddr)->sin_family = _af; // host byte order
((struct _sockaddr *) sAddr)->sin_port = htons (port); // short, network byte order
((struct _sockaddr *) sAddr)->sin_addr = *((struct in_addr *) he->h_addr);
memset (&(((struct _sockaddr *) sAddr)->sin_zero), '\0', 8); // zero the rest of the struct
#endif
return 0;
}
// Closes an existing udp socket
void udp_close_socket(int socknum)
{
if (UDP_Socket[socknum] != -1)
{
#ifdef _WIN32
closesocket(UDP_Socket[socknum]);
#else
close (UDP_Socket[socknum]);
#endif
}
UDP_Socket[socknum] = -1;
}
// Open socket
int udp_open_socket(int socknum, int port)
{
// close stale socket
if( UDP_Socket[socknum] != -1 )
udp_close_socket(socknum);
{
#ifdef _WIN32
struct _sockaddr sAddr; // my address information
int reuse_on = -1;
memset( &sAddr, '\0', sizeof( sAddr ) );
if ((UDP_Socket[socknum] = socket (_af, SOCK_DGRAM, 0)) == -1) {
con_printf(CON_URGENT,"udp_open_socket: socket creation failed\n");
nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not create socket");
return -1;
}
// this is pretty annoying in win32. Not doing that will lead to
// "Could not bind name to socket" errors. It may be suitable for other
// socket implementations, too
(void)setsockopt( UDP_Socket[socknum], SOL_SOCKET, SO_REUSEADDR, (const char *) &reuse_on, sizeof( reuse_on ));
#ifdef IPv6
sAddr.sin6_family = _pf; // host byte order
sAddr.sin6_port = htons (port); // short, network byte order
sAddr.sin6_flowinfo = 0;
sAddr.sin6_addr = in6addr_any; // automatically fill with my IP
sAddr.sin6_scope_id = 0;
#else
sAddr.sin_family = _pf; // host byte order
sAddr.sin_port = htons (port); // short, network byte order
sAddr.sin_addr.s_addr = INADDR_ANY; // automatically fill with my IP
#endif
memset (&(sAddr.sin_zero), '\0', 8); // zero the rest of the struct
if (bind (UDP_Socket[socknum], (struct sockaddr *) &sAddr, sizeof (struct sockaddr)) == -1)
{
con_printf(CON_URGENT,"udp_open_socket: bind name to socket failed\n");
nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not bind name to socket");
udp_close_socket(socknum);
return -1;
}
#else
struct addrinfo hints,*res,*sres;
int err,ai_family_;
char cport[6];
memset (&hints, '\0', sizeof (struct addrinfo));
memset(cport,'\0',sizeof(char)*6);
hints.ai_flags = AI_PASSIVE;
hints.ai_family = _pf;
hints.ai_socktype = SOCK_DGRAM;
ai_family_ = 0;
sprintf(cport,"%i",port);
if ((err = getaddrinfo (NULL, cport, &hints, &res)) == 0)
{
sres = res;
while ((ai_family_ == 0) && (sres))
{
if (sres->ai_family == _pf || _pf == PF_UNSPEC)
ai_family_ = sres->ai_family;
else
sres = sres->ai_next;
}
if (sres == NULL)
sres = res;
ai_family_ = sres->ai_family;
if (ai_family_ != _pf && _pf != PF_UNSPEC)
{
// ai_family is not identic
freeaddrinfo (res);
return -1;
}
if ((UDP_Socket[socknum] = socket (sres->ai_family, SOCK_DGRAM, 0)) < 0)
{
con_printf(CON_URGENT,"udp_open_socket: socket creation failed\n");
nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not create socket");
freeaddrinfo (res);
return -1;
}
if ((err = bind (UDP_Socket[socknum], sres->ai_addr, sres->ai_addrlen)) < 0)
{
con_printf(CON_URGENT,"udp_open_socket: bind name to socket failed\n");
nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not bind name to socket");
udp_close_socket(socknum);
freeaddrinfo (res);
return -1;
}
freeaddrinfo (res);
}
else {
UDP_Socket[socknum] = -1;
con_printf(CON_URGENT,"udp_open_socket (getaddrinfo):%s\n", gai_strerror (err));
nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not get address information:\n%s",gai_strerror (err));
}
#endif
return 0;
}
}
int udp_general_packet_ready(int socknum)
{
fd_set set;
struct timeval tv;
FD_ZERO(&set);
FD_SET(UDP_Socket[socknum], &set);
tv.tv_sec = tv.tv_usec = 0;
if (select(UDP_Socket[socknum] + 1, &set, NULL, NULL, &tv) > 0)
return 1;
else
return 0;
}
// Gets some text. Returns 0 if nothing on there.
int udp_receive_packet(int socknum, ubyte *text, int len, struct _sockaddr *sender_addr)
{
unsigned int clen = sizeof (struct _sockaddr), msglen = 0;
if (UDP_Socket[socknum] == -1)
return -1;
if (udp_general_packet_ready(socknum))
{
msglen = recvfrom (UDP_Socket[socknum], text, len, 0, (struct sockaddr *)sender_addr, &clen);
if (msglen < 0)
return 0;
if ((msglen >= 0) && (msglen < len))
text[msglen] = 0;
}
return msglen;
}
/* General UDP functions - END */
// Connect to a game host and get full info. Eventually we join!
void net_udp_game_connect(struct _sockaddr HostAddr)
{
fix start_time = 0, time = 0, last_time = 0;
N_players = 0;
change_playernum_to(1);
start_time = timer_get_fixed_seconds();
memcpy((struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, (struct _sockaddr *)&HostAddr, sizeof(struct _sockaddr));
// Get full game info so we can show it.
while (Netgame.protocol.udp.valid != 1)
{
time = timer_get_fixed_seconds();
// Cancel this with ESC
if (key_inkey()==KEY_ESC)
return;
// Timeout after 10 seconds
if (timer_get_fixed_seconds() >= start_time + (F1_0*10) || timer_get_fixed_seconds() < start_time)
{
nm_messagebox(TXT_ERROR,1,TXT_OK,"No response by host.\n\nPossible reasons:\n* No game on this IP (anymore)\n* Port of Host not open\n or different\n* Host uses a game version\n I do not understand");
return;
}
if (Netgame.protocol.udp.valid == -1)
{
nm_messagebox(TXT_ERROR,1,TXT_OK,"Version mismatch! Cannot join Game.\nHost game version: %i.%i.%i\nYour game version: %s",Netgame.protocol.udp.program_iver[0],Netgame.protocol.udp.program_iver[1],Netgame.protocol.udp.program_iver[2],VERSION);
return;
}
if (time >= last_time + F1_0)
{
net_udp_request_game_info(HostAddr, 0);
last_time = time;
}
timer_delay2(5);
net_udp_listen();
}
if (!net_udp_show_game_info()) // show info menu and check if we join
return;
Netgame.protocol.udp.valid = 0;
start_time = timer_get_fixed_seconds();
// Get full game info again as it could have changed since we entered the info menu.
while (Netgame.protocol.udp.valid != 1)
{
time = timer_get_fixed_seconds();
// Cancel this with ESC
if (key_inkey()==KEY_ESC)
return;
// Timeout after 10 seconds
if (timer_get_fixed_seconds() >= start_time + (F1_0*10) || timer_get_fixed_seconds() < start_time)
{
nm_messagebox(TXT_ERROR,1,TXT_OK,"No response by host.\n\nPossible reasons:\n* No game on this IP (anymore)\n* Port of Host not open\n or different\n* Host uses a game version\n I do not understand");
return;
}
if (time >= last_time + F1_0)
{
net_udp_request_game_info(HostAddr, 0);
last_time = time;
}
timer_delay2(5);
net_udp_listen();
}
net_udp_do_join_game();
}
void net_udp_manual_join_game()
{
struct _sockaddr HostAddr;
newmenu_item m[6];
int choice = 0, nitems = 0;
int old_game_mode;
char addrbuf[128]="";
char portbuf[6]="";
// FIXME: Keep IP window to go back to
//setjmp(LeaveGame);
net_udp_init();
memset(&addrbuf,'\0', sizeof(char)*128);
snprintf(addrbuf, sizeof(char)*(strlen(GameArg.MplUdpHostAddr)+1), "%s", GameArg.MplUdpHostAddr);
if (GameArg.MplUdpHostPort != 0)
snprintf(portbuf, sizeof(portbuf), "%d", GameArg.MplUdpHostPort);
else
snprintf(portbuf, sizeof(portbuf), "%d", UDP_PORT_DEFAULT);
if (GameArg.MplUdpMyPort != 0)
snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", GameArg.MplUdpMyPort);
else
snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", UDP_PORT_DEFAULT);
do {
old_game_mode = Game_mode;
nitems = 0;
m[nitems].type = NM_TYPE_TEXT; m[nitems].text="GAME ADDRESS OR HOSTNAME:"; nitems++;
m[nitems].type = NM_TYPE_INPUT; m[nitems].text=addrbuf; m[nitems].text_len=128; nitems++;
m[nitems].type = NM_TYPE_TEXT; m[nitems].text="GAME PORT:"; nitems++;
m[nitems].type = NM_TYPE_INPUT; m[nitems].text=portbuf; m[nitems].text_len=5; nitems++;
m[nitems].type = NM_TYPE_TEXT; m[nitems].text="MY PORT:"; nitems++;
m[nitems].type = NM_TYPE_INPUT; m[nitems].text=UDP_MyPort; m[nitems].text_len=5; nitems++;
choice = newmenu_do1( NULL, "ENTER GAME ADDRESS", nitems, m, NULL, NULL, choice );
if ( choice > -1 )
{
int sockres = -1;
if ((atoi(UDP_MyPort)) < 0 ||(atoi(UDP_MyPort)) > 65535)
{
snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", UDP_PORT_DEFAULT);
nm_messagebox(TXT_ERROR, 1, TXT_OK, "Illegal port");
choice = 0;
continue;
}
sockres = udp_open_socket(0, atoi(UDP_MyPort));
if (sockres != 0)
{
choice = 0;
continue;
}
// Resolve address
if (udp_dns_filladdr(addrbuf, atoi(portbuf), &HostAddr) < 0)
{
nm_messagebox(TXT_ERROR, 1, TXT_OK, "Could not resolve Address!");
choice = 0;
continue;
}
else
{
net_udp_game_connect(HostAddr);
}
}
if (old_game_mode != Game_mode)
{
break; // leave menu
}
} while( choice > -1 );
}
void net_udp_send_sequence_packet(UDP_sequence_packet seq, struct _sockaddr recv_addr)
{
int len = 0;
ubyte buf[UPKT_SEQUENCE_SIZE];
len = 0;
memset(buf, 0, sizeof(buf));
buf[0] = seq.type; len++;
memcpy(&buf[len], seq.player.callsign, CALLSIGN_LEN+1); len += CALLSIGN_LEN+1;
buf[len] = seq.player.version_major; len++;
buf[len] = seq.player.version_minor; len++;
buf[len] = seq.player.connected; len++;
buf[len] = seq.player.rank; len++;
sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&recv_addr, sizeof(struct _sockaddr));
}
void net_udp_receive_sequence_packet(ubyte *data, UDP_sequence_packet *seq, struct _sockaddr sender_addr)
{
int len = 0;
seq->type = data[0]; len++;
memcpy(seq->player.callsign, &(data[len]), CALLSIGN_LEN+1); len += CALLSIGN_LEN+1;
seq->player.version_major = data[len]; len++;
seq->player.version_minor = data[len]; len++;
seq->player.connected = data[len]; len++;
memcpy (&(seq->player.rank),&(data[len]),1); len++;
if (multi_i_am_master())
memcpy(&seq->player.protocol.udp.addr, (struct _sockaddr *)&sender_addr, sizeof(struct _sockaddr));
}
void net_udp_init()
{
// So you want to play a netgame, eh? Let's a get a few things straight
int t;
int save_pnum = Player_num;
if( UDP_Socket[0] != -1 )
udp_close_socket(0);
if( UDP_Socket[1] != -1 )
udp_close_socket(1);
game_disable_cheats();
Final_boss_is_dead=0;
for (t=0;t<MAX_POWERUP_TYPES;t++)
{
MaxPowerupsAllowed[t]=0;
PowerupsInMine[t]=0;
}
memset(&Netgame, 0, sizeof(netgame_info));
memset(&UDP_Seq, 0, sizeof(UDP_sequence_packet));
memset(&UDP_MData, 0, sizeof(UDP_mdata_info));
net_udp_noloss_init_mdata_queue();
UDP_Seq.type = UPID_REQUEST;
memcpy(UDP_Seq.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1);
UDP_Seq.player.version_major=Version_major;
UDP_Seq.player.version_minor=Version_minor;
UDP_Seq.player.rank=GetMyNetRanking();
for (Player_num = 0; Player_num < MAX_NUM_NET_PLAYERS; Player_num++)
init_player_stats_game();
Player_num = save_pnum;
multi_new_game();
Network_new_game = 1;
Control_center_destroyed = 0;
net_udp_flush();
Netgame.PacketsPerSec=10;
}
int net_udp_how_many_connected()
{
int num=0,i;
for (i = 0; i < N_players; i++)
if (Players[i].connected)
num++;
return (num);
}
// Send PID_ENDLEVEL in regular intervals and listen for them (host also does the packets for playing clients)
int net_udp_kmatrix_poll1( newmenu *menu, d_event *event, void *userdata )
{
// Polling loop for End-of-level menu
if (event->type != EVENT_IDLE)
return 0;
menu = menu;
userdata = userdata;
net_udp_do_frame(0, 1);
return 0;
}
// Same as above but used when player pressed ESC during kmatrix (host also does the packets for playing clients)
extern fix StartAbortMenuTime;
int net_udp_kmatrix_poll2( newmenu *menu, d_event *event, void *userdata )
{
int rval = 0;
// Polling loop for End-of-level menu
if (event->type != EVENT_IDLE)
return 0;
menu = menu;
userdata = userdata;
if (timer_get_fixed_seconds() > (StartAbortMenuTime+(F1_0*3)))
rval = -2;
net_udp_do_frame(0, 1);
return rval;
}
int net_udp_endlevel(int *secret)
{
// Do whatever needs to be done between levels
int i;
if (EMULATING_D1)
{
// We do not really check if a player has actually found a secret level... yeah, I am too lazy! So just go there and pretend we did!
for (i = 0; i < N_secret_levels; i++)
{
if (Current_level_num == Secret_level_table[i])
{
*secret = 1;
break;
}
}
}
else
*secret = 0;
Network_status = NETSTAT_ENDLEVEL; // We are between levels
net_udp_listen();
net_udp_send_endlevel_packet();
for (i=0; i<N_players; i++)
{
Netgame.players[i].LastPacketTime = timer_get_fixed_seconds();
}
net_udp_send_endlevel_packet();
net_udp_send_endlevel_packet();
net_udp_update_netgame();
return(0);
}
int
net_udp_can_join_netgame(netgame_info *game)
{
// Can this player rejoin a netgame in progress?
int i, num_players;
if (game->game_status == NETSTAT_STARTING)
return 1;
if (game->game_status != NETSTAT_PLAYING)
{
return 0;
}
if (game->version_major==0 && Version_major>0)
{
return (0);
}
if (game->version_major>0 && Version_major==0)
{
return (0);
}
// Game is in progress, figure out if this guy can re-join it
num_players = game->numplayers;
if (!(game->game_flags & NETGAME_FLAG_CLOSED)) {
// Look for player that is not connected
if (game->numconnected==game->max_numplayers)
return (2);
if (game->RefusePlayers)
return (3);
if (game->numplayers < game->max_numplayers)
return 1;
if (game->numconnected<num_players)
return 1;
}
// Search to see if we were already in this closed netgame in progress
for (i = 0; i < num_players; i++) {
if ( (!strcasecmp(Players[Player_num].callsign, game->players[i].callsign)) && game->players[i].protocol.udp.isyou )
break;
}
if (i != num_players)
return 1;
return 0;
}
void
net_udp_disconnect_player(int playernum)
{
// A player has disconnected from the net game, take whatever steps are
// necessary
if (playernum == Player_num)
{
Int3(); // Weird, see Rob
return;
}
Players[playernum].connected = CONNECT_DISCONNECTED;
Netgame.players[playernum].connected = CONNECT_DISCONNECTED;
if (Network_status == NETSTAT_PLAYING)
{
multi_make_player_ghost(playernum);
multi_strip_robots(playernum);
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_disconnect(playernum);
net_udp_noloss_clear_mdata_got(playernum);
if (playernum == 0) // Host has left - Quit game!
{
Function_mode = FMODE_MENU;
nm_messagebox(NULL, 1, TXT_OK, "Game was closed by host!");
Function_mode = FMODE_GAME;
multi_quit_game = 1;
game_leave_menus();
multi_reset_stuff();
Function_mode = FMODE_MENU;
}
}
void
net_udp_new_player(UDP_sequence_packet *their)
{
int objnum;
int pnum;
pnum = their->player.connected;
Assert(pnum >= 0);
Assert(pnum < MaxNumNetPlayers);
objnum = Players[pnum].objnum;
if (Newdemo_state == ND_STATE_RECORDING) {
int new_player;
if (pnum == N_players)
new_player = 1;
else
new_player = 0;
newdemo_record_multi_connect(pnum, new_player, their->player.callsign);
}
memcpy(Players[pnum].callsign, their->player.callsign, CALLSIGN_LEN+1);
memcpy(Netgame.players[pnum].callsign, their->player.callsign, CALLSIGN_LEN+1);
memcpy(&Netgame.players[pnum].protocol.udp.addr, &their->player.protocol.udp.addr, sizeof(struct _sockaddr));
ClipRank (&their->player.rank);
Netgame.players[pnum].rank=their->player.rank;
Netgame.players[pnum].version_major=their->player.version_major;
Netgame.players[pnum].version_minor=their->player.version_minor;
net_udp_check_for_old_version(pnum);
Players[pnum].connected = CONNECT_PLAYING;
Players[pnum].net_kills_total = 0;
Players[pnum].net_killed_total = 0;
memset(kill_matrix[pnum], 0, MAX_PLAYERS*sizeof(short));
Players[pnum].score = 0;
Players[pnum].flags = 0;
Players[pnum].KillGoalCount=0;
if (pnum == N_players)
{
N_players++;
Netgame.numplayers = N_players;
}
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
ClipRank (&their->player.rank);
if (GameArg.MplNoRankings)
HUD_init_message("'%s' %s\n",their->player.callsign, TXT_JOINING);
else
HUD_init_message("%s'%s' %s\n",RankStrings[their->player.rank],their->player.callsign, TXT_JOINING);
multi_make_ghost_player(pnum);
multi_send_score();
multi_sort_kill_list();
net_udp_noloss_clear_mdata_got(pnum);
}
void net_udp_welcome_player(UDP_sequence_packet *their)
{
// Add a player to a game already in progress
int player_num;
int i;
WaitForRefuseAnswer=0;
if (HoardEquipped())
{
// If hoard game, and this guy isn't D2 Christmas (v1.2), dump him
if ((Game_mode & GM_HOARD) && ((their->player.version_minor & 0x0F)<2))
{
net_udp_dump_player(their->player.protocol.udp.addr, DUMP_DORK);
return;
}
}
// Don't accept new players if we're ending this level. Its safe to
// ignore since they'll request again later
if ((Endlevel_sequence) || (Control_center_destroyed))
{
net_udp_dump_player(their->player.protocol.udp.addr, DUMP_ENDLEVEL);
return;
}
if (Network_send_objects || Network_sending_extras)
{
// Ignore silently, we're already responding to someone and we can't
// do more than one person at a time. If we don't dump them they will
// re-request in a few seconds.
return;
}
if (their->player.connected != Current_level_num)
{
net_udp_dump_player(their->player.protocol.udp.addr, DUMP_LEVEL);
return;
}
player_num = -1;
memset(&UDP_sync_player, 0, sizeof(UDP_sequence_packet));
Network_player_added = 0;
for (i = 0; i < N_players; i++)
{
2009-11-25 00:26:26 +00:00
if ((!strcasecmp(Players[i].callsign, their->player.callsign )) && !memcmp((struct _sockaddr *)&their->player.protocol.udp.addr, (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)))
{
player_num = i;
break;
}
}
if (player_num == -1)
{
// Player is new to this game
if ( !(Netgame.game_flags & NETGAME_FLAG_CLOSED) && (N_players < MaxNumNetPlayers))
{
// Add player in an open slot, game not full yet
player_num = N_players;
Network_player_added = 1;
}
else if (Netgame.game_flags & NETGAME_FLAG_CLOSED)
{
// Slots are open but game is closed
net_udp_dump_player(their->player.protocol.udp.addr, DUMP_CLOSED);
return;
}
else
{
// Slots are full but game is open, see if anyone is
// disconnected and replace the oldest player with this new one
int oldest_player = -1;
fix oldest_time = timer_get_fixed_seconds();
int activeplayers = 0;
Assert(N_players == MaxNumNetPlayers);
for (i = 0; i < Netgame.numplayers; i++)
if (Netgame.players[i].connected)
activeplayers++;
if (activeplayers == Netgame.max_numplayers)
{
// Game is full.
net_udp_dump_player(their->player.protocol.udp.addr, DUMP_FULL);
return;
}
for (i = 0; i < N_players; i++)
{
if ( (!Players[i].connected) && (Netgame.players[i].LastPacketTime < oldest_time))
{
oldest_time = Netgame.players[i].LastPacketTime;
oldest_player = i;
}
}
if (oldest_player == -1)
{
// Everyone is still connected
net_udp_dump_player(their->player.protocol.udp.addr, DUMP_FULL);
return;
}
else
{
// Found a slot!
player_num = oldest_player;
Network_player_added = 1;
}
}
}
else
{
// Player is reconnecting
if (Players[player_num].connected)
{
return;
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_reconnect(player_num);
Network_player_added = 0;
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
if (GameArg.MplNoRankings)
HUD_init_message("'%s' %s", Players[player_num].callsign, TXT_REJOIN);
else
HUD_init_message("%s'%s' %s", RankStrings[Netgame.players[player_num].rank],Players[player_num].callsign, TXT_REJOIN);
}
Players[player_num].KillGoalCount=0;
// Send updated Objects data to the new/returning player
UDP_sync_player = *their;
UDP_sync_player.player.connected = player_num;
Network_send_objects = 1;
Network_send_objnum = -1;
2009-11-25 00:26:26 +00:00
Netgame.players[player_num].LastPacketTime = timer_get_fixed_seconds();
net_udp_send_objects();
}
int net_udp_objnum_is_past(int objnum)
{
// determine whether or not a given object number has already been sent
// to a re-joining player.
int player_num = UDP_sync_player.player.connected;
int obj_mode = !((object_owner[objnum] == -1) || (object_owner[objnum] == player_num));
if (!Network_send_objects)
return 0; // We're not sending objects to a new player
if (obj_mode > Network_send_object_mode)
return 0;
else if (obj_mode < Network_send_object_mode)
return 1;
else if (objnum < Network_send_objnum)
return 1;
else
return 0;
}
void net_udp_send_door_updates(int pnum)
{
// Send door status when new player joins
int i;
pnum=pnum;
// Assert (pnum>-1 && pnum<N_players);
for (i = 0; i < Num_walls; i++)
{
if ((Walls[i].type == WALL_DOOR) && ((Walls[i].state == WALL_DOOR_OPENING) || (Walls[i].state == WALL_DOOR_WAITING) || (Walls[i].state == WALL_DOOR_OPEN)))
multi_send_door_open_specific(pnum,Walls[i].segnum, Walls[i].sidenum,Walls[i].flags);
else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].flags & WALL_BLASTED))
multi_send_door_open_specific(pnum,Walls[i].segnum, Walls[i].sidenum,Walls[i].flags);
else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].hps != WALL_HPS))
multi_send_hostage_door_status(i);
else
multi_send_wall_status_specific(pnum,i,Walls[i].type,Walls[i].flags,Walls[i].state);
}
}
void net_udp_send_markers()
{
// send marker positions/text to new player
int i;
for (i = 0; i < N_players; i++)
{
if (MarkerObject[(i*2)]!=-1)
multi_send_drop_marker (i,MarkerPoint[(i*2)],0,MarkerMessage[i*2]);
if (MarkerObject[(i*2)+1]!=-1)
multi_send_drop_marker (i,MarkerPoint[(i*2)+1],1,MarkerMessage[(i*2)+1]);
}
}
void net_udp_process_monitor_vector(int vector)
{
int i, j;
int count = 0;
segment *seg;
for (i=0; i <= Highest_segment_index; i++)
{
int tm, ec, bm;
seg = &Segments[i];
for (j = 0; j < 6; j++)
{
if ( ((tm = seg->sides[j].tmap_num2) != 0) &&
((ec = TmapInfo[tm&0x3fff].eclip_num) != -1) &&
((bm = Effects[ec].dest_bm_num) != -1) )
{
if (vector & (1 << count))
{
seg->sides[j].tmap_num2 = bm | (tm&0xc000);
}
count++;
Assert(count < 32);
}
}
}
}
int net_udp_create_monitor_vector(void)
{
int i, j, k;
int num_blown_bitmaps = 0;
int monitor_num = 0;
#define NUM_BLOWN_BITMAPS 20
int blown_bitmaps[NUM_BLOWN_BITMAPS];
int vector = 0;
segment *seg;
for (i=0; i < Num_effects; i++)
{
if (Effects[i].dest_bm_num > 0) {
for (j = 0; j < num_blown_bitmaps; j++)
if (blown_bitmaps[j] == Effects[i].dest_bm_num)
break;
if (j == num_blown_bitmaps) {
blown_bitmaps[num_blown_bitmaps++] = Effects[i].dest_bm_num;
Assert(num_blown_bitmaps < NUM_BLOWN_BITMAPS);
}
}
}
for (i=0; i <= Highest_segment_index; i++)
{
int tm, ec;
seg = &Segments[i];
for (j = 0; j < 6; j++)
{
if ((tm = seg->sides[j].tmap_num2) != 0)
{
if ( ((ec = TmapInfo[tm&0x3fff].eclip_num) != -1) &&
(Effects[ec].dest_bm_num != -1) )
{
monitor_num++;
Assert(monitor_num < 32);
}
else
{
for (k = 0; k < num_blown_bitmaps; k++)
{
if ((tm&0x3fff) == blown_bitmaps[k])
{
vector |= (1 << monitor_num);
monitor_num++;
Assert(monitor_num < 32);
break;
}
}
}
}
}
}
return(vector);
}
void net_udp_stop_resync(UDP_sequence_packet *their)
{
if ( (!memcmp((struct _sockaddr *)&UDP_sync_player.player.protocol.udp.addr, (struct _sockaddr *)&their->player.protocol.udp.addr, sizeof(struct _sockaddr))) &&
(!stricmp(UDP_sync_player.player.callsign, their->player.callsign)) )
{
Network_send_objects = 0;
Network_sending_extras=0;
Network_rejoined=0;
Player_joining_extras=-1;
Network_send_objnum = -1;
}
}
void net_udp_swap_object(object *obj)
{
// swap the short and int entries for this object
obj->signature = INTEL_INT(obj->signature);
obj->next = INTEL_SHORT(obj->next);
obj->prev = INTEL_SHORT(obj->prev);
obj->segnum = INTEL_SHORT(obj->segnum);
obj->pos.x = INTEL_INT(obj->pos.x);
obj->pos.y = INTEL_INT(obj->pos.y);
obj->pos.z = INTEL_INT(obj->pos.z);
obj->orient.rvec.x = INTEL_INT(obj->orient.rvec.x);
obj->orient.rvec.y = INTEL_INT(obj->orient.rvec.y);
obj->orient.rvec.z = INTEL_INT(obj->orient.rvec.z);
obj->orient.fvec.x = INTEL_INT(obj->orient.fvec.x);
obj->orient.fvec.y = INTEL_INT(obj->orient.fvec.y);
obj->orient.fvec.z = INTEL_INT(obj->orient.fvec.z);
obj->orient.uvec.x = INTEL_INT(obj->orient.uvec.x);
obj->orient.uvec.y = INTEL_INT(obj->orient.uvec.y);
obj->orient.uvec.z = INTEL_INT(obj->orient.uvec.z);
obj->size = INTEL_INT(obj->size);
obj->shields = INTEL_INT(obj->shields);
obj->last_pos.x = INTEL_INT(obj->last_pos.x);
obj->last_pos.y = INTEL_INT(obj->last_pos.y);
obj->last_pos.z = INTEL_INT(obj->last_pos.z);
obj->lifeleft = INTEL_INT(obj->lifeleft);
switch (obj->movement_type) {
case MT_PHYSICS:
obj->mtype.phys_info.velocity.x = INTEL_INT(obj->mtype.phys_info.velocity.x);
obj->mtype.phys_info.velocity.y = INTEL_INT(obj->mtype.phys_info.velocity.y);
obj->mtype.phys_info.velocity.z = INTEL_INT(obj->mtype.phys_info.velocity.z);
obj->mtype.phys_info.thrust.x = INTEL_INT(obj->mtype.phys_info.thrust.x);
obj->mtype.phys_info.thrust.y = INTEL_INT(obj->mtype.phys_info.thrust.y);
obj->mtype.phys_info.thrust.z = INTEL_INT(obj->mtype.phys_info.thrust.z);
obj->mtype.phys_info.mass = INTEL_INT(obj->mtype.phys_info.mass);
obj->mtype.phys_info.drag = INTEL_INT(obj->mtype.phys_info.drag);
obj->mtype.phys_info.brakes = INTEL_INT(obj->mtype.phys_info.brakes);
obj->mtype.phys_info.rotvel.x = INTEL_INT(obj->mtype.phys_info.rotvel.x);
obj->mtype.phys_info.rotvel.y = INTEL_INT(obj->mtype.phys_info.rotvel.y);
obj->mtype.phys_info.rotvel.z = INTEL_INT(obj->mtype.phys_info.rotvel.z);
obj->mtype.phys_info.rotthrust.x = INTEL_INT(obj->mtype.phys_info.rotthrust.x);
obj->mtype.phys_info.rotthrust.y = INTEL_INT(obj->mtype.phys_info.rotthrust.y);
obj->mtype.phys_info.rotthrust.z = INTEL_INT(obj->mtype.phys_info.rotthrust.z);
obj->mtype.phys_info.turnroll = INTEL_INT(obj->mtype.phys_info.turnroll);
obj->mtype.phys_info.flags = INTEL_SHORT(obj->mtype.phys_info.flags);
break;
case MT_SPINNING:
obj->mtype.spin_rate.x = INTEL_INT(obj->mtype.spin_rate.x);
obj->mtype.spin_rate.y = INTEL_INT(obj->mtype.spin_rate.y);
obj->mtype.spin_rate.z = INTEL_INT(obj->mtype.spin_rate.z);
break;
}
switch (obj->control_type) {
case CT_WEAPON:
obj->ctype.laser_info.parent_type = INTEL_SHORT(obj->ctype.laser_info.parent_type);
obj->ctype.laser_info.parent_num = INTEL_SHORT(obj->ctype.laser_info.parent_num);
obj->ctype.laser_info.parent_signature = INTEL_INT(obj->ctype.laser_info.parent_signature);
obj->ctype.laser_info.creation_time = INTEL_INT(obj->ctype.laser_info.creation_time);
obj->ctype.laser_info.last_hitobj = INTEL_SHORT(obj->ctype.laser_info.last_hitobj);
obj->ctype.laser_info.track_goal = INTEL_SHORT(obj->ctype.laser_info.track_goal);
obj->ctype.laser_info.multiplier = INTEL_INT(obj->ctype.laser_info.multiplier);
break;
case CT_EXPLOSION:
obj->ctype.expl_info.spawn_time = INTEL_INT(obj->ctype.expl_info.spawn_time);
obj->ctype.expl_info.delete_time = INTEL_INT(obj->ctype.expl_info.delete_time);
obj->ctype.expl_info.delete_objnum = INTEL_SHORT(obj->ctype.expl_info.delete_objnum);
obj->ctype.expl_info.attach_parent = INTEL_SHORT(obj->ctype.expl_info.attach_parent);
obj->ctype.expl_info.prev_attach = INTEL_SHORT(obj->ctype.expl_info.prev_attach);
obj->ctype.expl_info.next_attach = INTEL_SHORT(obj->ctype.expl_info.next_attach);
break;
case CT_AI:
obj->ctype.ai_info.hide_segment = INTEL_SHORT(obj->ctype.ai_info.hide_segment);
obj->ctype.ai_info.hide_index = INTEL_SHORT(obj->ctype.ai_info.hide_index);
obj->ctype.ai_info.path_length = INTEL_SHORT(obj->ctype.ai_info.path_length);
obj->ctype.ai_info.danger_laser_num = INTEL_SHORT(obj->ctype.ai_info.danger_laser_num);
obj->ctype.ai_info.danger_laser_signature = INTEL_INT(obj->ctype.ai_info.danger_laser_signature);
obj->ctype.ai_info.dying_start_time = INTEL_INT(obj->ctype.ai_info.dying_start_time);
break;
case CT_LIGHT:
obj->ctype.light_info.intensity = INTEL_INT(obj->ctype.light_info.intensity);
break;
case CT_POWERUP:
obj->ctype.powerup_info.count = INTEL_INT(obj->ctype.powerup_info.count);
obj->ctype.powerup_info.creation_time = INTEL_INT(obj->ctype.powerup_info.creation_time);
// Below commented out 5/2/96 by Matt. I asked Allender why it was
// here, and he didn't know, and it looks like it doesn't belong.
// if (obj->id == POW_VULCAN_WEAPON)
// obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
break;
}
switch (obj->render_type) {
case RT_MORPH:
case RT_POLYOBJ: {
int i;
obj->rtype.pobj_info.model_num = INTEL_INT(obj->rtype.pobj_info.model_num);
for (i=0;i<MAX_SUBMODELS;i++) {
obj->rtype.pobj_info.anim_angles[i].p = INTEL_INT(obj->rtype.pobj_info.anim_angles[i].p);
obj->rtype.pobj_info.anim_angles[i].b = INTEL_INT(obj->rtype.pobj_info.anim_angles[i].b);
obj->rtype.pobj_info.anim_angles[i].h = INTEL_INT(obj->rtype.pobj_info.anim_angles[i].h);
}
obj->rtype.pobj_info.subobj_flags = INTEL_INT(obj->rtype.pobj_info.subobj_flags);
obj->rtype.pobj_info.tmap_override = INTEL_INT(obj->rtype.pobj_info.tmap_override);
obj->rtype.pobj_info.alt_textures = INTEL_INT(obj->rtype.pobj_info.alt_textures);
break;
}
case RT_WEAPON_VCLIP:
case RT_HOSTAGE:
case RT_POWERUP:
case RT_FIREBALL:
obj->rtype.vclip_info.vclip_num = INTEL_INT(obj->rtype.vclip_info.vclip_num);
obj->rtype.vclip_info.frametime = INTEL_INT(obj->rtype.vclip_info.frametime);
break;
case RT_LASER:
break;
}
// END OF SWAPPING OBJECT STRUCTURE
}
ubyte object_buffer[UPKT_MAX_SIZE];
void net_udp_send_objects(void)
{
short remote_objnum;
sbyte owner;
int loc, i, h;
static int obj_count = 0;
static int frame_num = 0;
int obj_count_frame = 0;
int player_num = UDP_sync_player.player.connected;
// Send clear objects array trigger and send player num
Assert(Network_send_objects != 0);
Assert(player_num >= 0);
Assert(player_num < MaxNumNetPlayers);
if (Endlevel_sequence || Control_center_destroyed)
{
// Endlevel started before we finished sending the goods, we'll
// have to stop and try again after the level.
net_udp_dump_player(UDP_sync_player.player.protocol.udp.addr, DUMP_ENDLEVEL);
Network_send_objects = 0;
return;
}
for (h = 0; h < UDP_OBJ_PACKETS_PER_FRAME; h++) // Do more than 1 per frame, try to speed it up without over-stressing the receiver.
{
obj_count_frame = 0;
memset(object_buffer, 0, UPKT_MAX_SIZE);
object_buffer[0] = UPID_OBJECT_DATA;
loc = 3;
if (Network_send_objnum == -1)
{
obj_count = 0;
Network_send_object_mode = 0;
*(short *)(object_buffer+loc) = INTEL_SHORT(-1); loc += 2;
object_buffer[loc] = player_num; loc += 1;
/* Placeholder for remote_objnum, not used here */ loc += 2;
Network_send_objnum = 0;
obj_count_frame = 1;
frame_num = 0;
}
for (i = Network_send_objnum; i <= Highest_object_index; i++)
{
if ((Objects[i].type != OBJ_POWERUP) && (Objects[i].type != OBJ_PLAYER) &&
(Objects[i].type != OBJ_CNTRLCEN) && (Objects[i].type != OBJ_GHOST) &&
(Objects[i].type != OBJ_ROBOT) && (Objects[i].type != OBJ_HOSTAGE) &&
!(Objects[i].type==OBJ_WEAPON && Objects[i].id==PMINE_ID))
continue;
if ((Network_send_object_mode == 0) && ((object_owner[i] != -1) && (object_owner[i] != player_num)))
continue;
if ((Network_send_object_mode == 1) && ((object_owner[i] == -1) || (object_owner[i] == player_num)))
continue;
if ( ((UPKT_MAX_SIZE-1) - loc) < (sizeof(object)+5) )
break; // Not enough room for another object
obj_count_frame++;
obj_count++;
remote_objnum = objnum_local_to_remote((short)i, &owner);
Assert(owner == object_owner[i]);
*(short *)(object_buffer+loc) = INTEL_SHORT((short)i); loc += 2;
object_buffer[loc] = owner; loc += 1;
*(short *)(object_buffer+loc) = INTEL_SHORT(remote_objnum); loc += 2;
memcpy(&object_buffer[loc], &Objects[i], sizeof(object));
net_udp_swap_object((object *)&object_buffer[loc]);
loc += sizeof(object);
}
if (obj_count_frame) // Send any objects we've buffered
{
frame_num++;
Network_send_objnum = i;
object_buffer[1] = obj_count_frame; object_buffer[2] = frame_num;
Assert(loc <= UPKT_MAX_SIZE);
sendto (UDP_Socket[0], object_buffer, loc, 0, (struct sockaddr *)&UDP_sync_player.player.protocol.udp.addr, sizeof(struct _sockaddr));
}
if (i > Highest_object_index)
{
if (Network_send_object_mode == 0)
{
Network_send_objnum = 0;
Network_send_object_mode = 1; // go to next mode
}
else
{
Assert(Network_send_object_mode == 1);
frame_num++;
// Send count so other side can make sure he got them all
object_buffer[0] = UPID_OBJECT_DATA;
object_buffer[1] = 1;
object_buffer[2] = frame_num;
*(short *)(object_buffer+3) = INTEL_SHORT(-2);
*(short *)(object_buffer+6) = INTEL_SHORT(obj_count);
sendto (UDP_Socket[0], object_buffer, 8, 0, (struct sockaddr *)&UDP_sync_player.player.protocol.udp.addr, sizeof(struct _sockaddr));
// Send sync packet which tells the player who he is and to start!
net_udp_send_rejoin_sync(player_num);
// Turn off send object mode
Network_send_objnum = -1;
Network_send_objects = 0;
obj_count = 0;
//if (!multi_i_am_master ())
// Int3(); // Bad!! Get Jason. Someone goofy is trying to get ahold of the game!
Network_sending_extras=40; // start to send extras
Player_joining_extras=player_num;
return;
} // mode == 1;
} // i > Highest_object_index
} // For PACKETS_PER_FRAME
}
void net_udp_send_rejoin_sync(int player_num)
{
int i, j;
Players[player_num].connected = CONNECT_PLAYING; // connect the new guy
Netgame.players[player_num].LastPacketTime = timer_get_fixed_seconds();
if (Endlevel_sequence || Control_center_destroyed)
{
// Endlevel started before we finished sending the goods, we'll
// have to stop and try again after the level.
net_udp_dump_player(UDP_sync_player.player.protocol.udp.addr, DUMP_ENDLEVEL);
Network_send_objects = 0;
Network_sending_extras=0;
return;
}
if (Network_player_added)
{
UDP_sync_player.type = UPID_ADDPLAYER;
UDP_sync_player.player.connected = player_num;
net_udp_new_player(&UDP_sync_player);
for (i = 0; i < N_players; i++)
{
if ((i != player_num) && (i != Player_num) && (Players[i].connected))
net_udp_send_sequence_packet( UDP_sync_player, Netgame.players[i].protocol.udp.addr);
}
}
// Send sync packet to the new guy
net_udp_update_netgame();
// Fill in the kill list
for (j=0; j<MAX_PLAYERS; j++)
{
for (i=0; i<MAX_PLAYERS;i++)
Netgame.kills[j][i] = kill_matrix[j][i];
Netgame.killed[j] = Players[j].net_killed_total;
Netgame.player_kills[j] = Players[j].net_kills_total;
Netgame.player_score[j] = Players[j].score;
}
Netgame.level_time = Players[Player_num].time_level;
Netgame.monitor_vector = net_udp_create_monitor_vector();
net_udp_send_game_info(UDP_sync_player.player.protocol.udp.addr, UPID_SYNC);
return;
}
char * net_udp_get_player_name( int objnum )
{
if ( objnum < 0 ) return NULL;
if ( Objects[objnum].type != OBJ_PLAYER ) return NULL;
if ( Objects[objnum].id >= MAX_PLAYERS ) return NULL;
if ( Objects[objnum].id >= N_players ) return NULL;
return Players[Objects[objnum].id].callsign;
}
void net_udp_add_player(UDP_sequence_packet *p)
{
int i;
2009-11-25 00:26:26 +00:00
fix time = timer_get_fixed_seconds();
for (i=0; i<N_players; i++ )
{
if ( !memcmp( (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, (struct _sockaddr *)&p->player.protocol.udp.addr, sizeof(struct _sockaddr)))
{
2009-11-25 00:26:26 +00:00
Netgame.players[i].LastPacketTime = time;
return; // already got them
}
}
if ( N_players >= MAX_PLAYERS )
{
return; // too many of em
}
ClipRank (&p->player.rank);
memcpy( Netgame.players[N_players].callsign, p->player.callsign, CALLSIGN_LEN+1 );
memcpy( (struct _sockaddr *)&Netgame.players[N_players].protocol.udp.addr, (struct _sockaddr *)&p->player.protocol.udp.addr, sizeof(struct _sockaddr) );
Netgame.players[N_players].version_major=p->player.version_major;
Netgame.players[N_players].version_minor=p->player.version_minor;
Netgame.players[N_players].rank=p->player.rank;
Netgame.players[N_players].connected = CONNECT_PLAYING;
net_udp_check_for_old_version (N_players);
Players[N_players].KillGoalCount=0;
Players[N_players].connected = CONNECT_PLAYING;
2009-11-25 00:26:26 +00:00
Netgame.players[N_players].LastPacketTime = time;
N_players++;
Netgame.numplayers = N_players;
net_udp_send_netgame_update();
}
// One of the players decided not to join the game
void net_udp_remove_player(UDP_sequence_packet *p)
{
int i,pn;
pn = -1;
for (i=0; i<N_players; i++ )
{
if (!memcmp((struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, (struct _sockaddr *)&p->player.protocol.udp.addr, sizeof(struct _sockaddr)))
{
pn = i;
break;
}
}
if (pn < 0 )
return;
for (i=pn; i<N_players-1; i++ )
{
memcpy( Netgame.players[i].callsign, Netgame.players[i+1].callsign, CALLSIGN_LEN+1 );
memcpy( (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, (struct _sockaddr *)&Netgame.players[i+1].protocol.udp.addr, sizeof(struct _sockaddr) );
Netgame.players[i].version_major=Netgame.players[i+1].version_major;
Netgame.players[i].version_minor=Netgame.players[i+1].version_minor;
Netgame.players[i].rank=Netgame.players[i+1].rank;
ClipRank (&Netgame.players[i].rank);
net_udp_check_for_old_version(i);
}
N_players--;
Netgame.numplayers = N_players;
net_udp_send_netgame_update();
}
void net_udp_dump_player(struct _sockaddr dump_addr, int why)
{
// Inform player that he was not chosen for the netgame
ubyte buf[2];
buf[0] = UPID_DUMP;
buf[1] = why;
sendto (UDP_Socket[0], buf, sizeof(buf), 0, (struct sockaddr *)&dump_addr, sizeof(struct _sockaddr));
}
void net_udp_update_netgame(void)
{
// Update the netgame struct with current game variables
int i, j;
Netgame.version_major=Version_major;
Netgame.version_minor=Version_minor;
Netgame.numconnected=0;
for (i=0;i<N_players;i++)
if (Players[i].connected)
Netgame.numconnected++;
// This is great: D2 1.0 and 1.1 ignore upper part of the game_flags field of
// the lite_info struct when you're sitting on the join netgame screen. We can
// "sneak" Hoard information into this field. This is better than sending
// another packet that could be lost in transit.
if (HoardEquipped())
{
if (Game_mode & GM_HOARD)
{
Netgame.game_flags |=NETGAME_FLAG_HOARD;
if (Game_mode & GM_TEAM)
Netgame.game_flags |=NETGAME_FLAG_TEAM_HOARD;
}
}
if (Network_status == NETSTAT_STARTING)
return;
Netgame.numplayers = N_players;
Netgame.game_status = Network_status;
Netgame.max_numplayers = MaxNumNetPlayers;
for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
{
Netgame.players[i].connected = Players[i].connected;
for(j = 0; j < MAX_NUM_NET_PLAYERS; j++)
Netgame.kills[i][j] = kill_matrix[i][j];
Netgame.killed[i] = Players[i].net_killed_total;
Netgame.player_kills[i] = Players[i].net_kills_total;
Netgame.player_score[i] = Players[i].score;
Netgame.player_flags[i] = (Players[i].flags & (PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY));
}
Netgame.team_kills[0] = team_kills[0];
Netgame.team_kills[1] = team_kills[1];
Netgame.levelnum = Current_level_num;
}
/* Send an updated endlevel status to everyone (if we are host) or host (if we are client) */
void net_udp_send_endlevel_packet(void)
{
int i = 0, j = 0, len = 0;
if (multi_i_am_master())
{
ubyte buf[UPKT_MAX_SIZE];
memset(buf, 0, sizeof(buf));
buf[len] = UPID_ENDLEVEL_H; len++;
buf[len] = Countdown_seconds_left; len++;
for (i = 0; i < MAX_PLAYERS; i++)
{
buf[len] = Players[i].connected; len++;
PUT_INTEL_SHORT(buf + len, Players[i].net_kills_total); len += 2;
PUT_INTEL_SHORT(buf + len, Players[i].net_killed_total); len += 2;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
for (j = 0; j < MAX_PLAYERS; j++)
{
PUT_INTEL_SHORT(buf + len, kill_matrix[i][j]); len += 2;
}
}
for (i = 1; i < MAX_PLAYERS; i++)
sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr));
}
else
{
ubyte buf[UPKT_MAX_SIZE];
memset(buf, 0, sizeof(buf));
buf[len] = UPID_ENDLEVEL_C; len++;
buf[len] = Player_num; len++;
buf[len] = Players[Player_num].connected; len++;
buf[len] = Countdown_seconds_left; len++;
PUT_INTEL_SHORT(buf + len, Players[Player_num].net_kills_total); len += 2;
PUT_INTEL_SHORT(buf + len, Players[Player_num].net_killed_total); len += 2;
for (i = 0; i < MAX_PLAYERS; i++)
{
PUT_INTEL_SHORT(buf + len, kill_matrix[Player_num][i]); len += 2;
}
sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr));
}
}
void net_udp_send_version_deny(struct _sockaddr sender_addr)
{
ubyte buf[7];
buf[0] = UPID_VERSION_DENY;
PUT_INTEL_SHORT(buf + 1, D2XMAJORi);
PUT_INTEL_SHORT(buf + 3, D2XMINORi);
PUT_INTEL_SHORT(buf + 5, D2XMICROi);
sendto (UDP_Socket[0], buf, sizeof(buf), 0, (struct sockaddr *)&sender_addr, sizeof(struct _sockaddr));
}
void net_udp_process_version_deny(ubyte *data, struct _sockaddr sender_addr)
{
Netgame.protocol.udp.program_iver[0] = GET_INTEL_SHORT(&data[1]);
Netgame.protocol.udp.program_iver[1] = GET_INTEL_SHORT(&data[3]);
Netgame.protocol.udp.program_iver[2] = GET_INTEL_SHORT(&data[5]);
Netgame.protocol.udp.valid = -1;
}
void net_udp_request_game_info(struct _sockaddr game_addr, int lite)
{
ubyte buf[UPKT_GAME_INFO_REQ_SIZE];
buf[0] = (lite?UPID_GAME_INFO_LITE:UPID_GAME_INFO_REQ);
memcpy(&(buf[1]), UDP_REQ_ID, 4);
PUT_INTEL_SHORT(buf + 5, D2XMAJORi);
PUT_INTEL_SHORT(buf + 7, D2XMINORi);
PUT_INTEL_SHORT(buf + 9, D2XMICROi);
sendto (UDP_Socket[0], buf, sizeof(buf), 0, (struct sockaddr *)&game_addr, sizeof(struct _sockaddr));
}
// Check request for game info. Return 1 if sucessful; -1 if version mismatch; 0 if wrong game or some other error - do not process
int net_udp_check_game_info_request(ubyte *data, int data_len)
{
short sender_iver[3] = { 0, 0, 0 };
char sender_id[4] = "";
if (!multi_i_am_master())
return 0;
if (data_len != UPKT_GAME_INFO_REQ_SIZE)
return 0;
memcpy(&sender_id, &(data[1]), 4);
sender_iver[0] = GET_INTEL_SHORT(&(data[5]));
sender_iver[1] = GET_INTEL_SHORT(&(data[7]));
sender_iver[2] = GET_INTEL_SHORT(&(data[9]));
if (memcmp(&sender_id, UDP_REQ_ID, 4))
return 0;
if ((sender_iver[0] != D2XMAJORi) || (sender_iver[1] != D2XMINORi) || (sender_iver[2] != D2XMICROi))
return -1;
return 1;
}
extern fix ThisLevelTime;
void net_udp_send_game_info(struct _sockaddr sender_addr, ubyte info_upid)
{
// Send game info to someone who requested it
int len = 0;
net_udp_update_netgame(); // Update the values in the netgame struct
if (info_upid == UPID_GAME_INFO_LITE)
{
ubyte buf[UPKT_MAX_SIZE];
int tmpvar = 0;
memset(buf, 0, sizeof(buf));
buf[0] = info_upid; len++;
PUT_INTEL_SHORT(buf + len, D2XMAJORi); len += 2;
PUT_INTEL_SHORT(buf + len, D2XMINORi); len += 2;
PUT_INTEL_SHORT(buf + len, D2XMICROi); len += 2;
memcpy(&(buf[len]), Netgame.game_name, NETGAME_NAME_LEN+1); len += (NETGAME_NAME_LEN+1);
memcpy(&(buf[len]), Netgame.mission_title, MISSION_NAME_LEN+1); len += (MISSION_NAME_LEN+1);
memcpy(&(buf[len]), Netgame.mission_name, 9); len += 9;
PUT_INTEL_INT(buf + len, Netgame.levelnum); len += 4;
buf[len] = Netgame.gamemode; len++;
buf[len] = Netgame.RefusePlayers; len++;
buf[len] = Netgame.difficulty; len++;
tmpvar = Netgame.game_status;
if (Endlevel_sequence || Control_center_destroyed)
tmpvar = NETSTAT_ENDLEVEL;
if (Netgame.PlayTimeAllowed)
{
if ( (f2i((i2f (Netgame.PlayTimeAllowed*5*60))-ThisLevelTime)) < 30 )
{
tmpvar = NETSTAT_ENDLEVEL;
}
}
buf[len] = tmpvar; len++;
buf[len] = Netgame.numplayers; len++;
buf[len] = Netgame.max_numplayers; len++;
buf[len] = Netgame.game_flags; len++;
buf[len] = Netgame.team_vector; len++;
sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&sender_addr, sizeof(struct _sockaddr));
}
else
{
ubyte buf[UPKT_MAX_SIZE];
int i = 0, j = 0, tmpvar = 0;
memset(buf, 0, sizeof(buf));
buf[0] = info_upid; len++;
PUT_INTEL_SHORT(buf + len, D2XMAJORi); len += 2;
PUT_INTEL_SHORT(buf + len, D2XMINORi); len += 2;
PUT_INTEL_SHORT(buf + len, D2XMICROi); len += 2;
buf[len] = Netgame.version_major; len++;
buf[len] = Netgame.version_minor; len++;
for (i = 0; i < MAX_PLAYERS+4; i++)
{
memcpy(&buf[len], Netgame.players[i].callsign, CALLSIGN_LEN+1); len += CALLSIGN_LEN+1;
buf[len] = Netgame.players[i].version_major; len++;
buf[len] = Netgame.players[i].version_minor; len++;
buf[len] = Netgame.players[i].connected; len++;
buf[len] = Netgame.players[i].rank; len++;
if (!memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)))
buf[len] = 1;
else
buf[len] = 0;
len++;
}
memcpy(&(buf[len]), Netgame.game_name, NETGAME_NAME_LEN+1); len += (NETGAME_NAME_LEN+1);
memcpy(&(buf[len]), Netgame.mission_title, MISSION_NAME_LEN+1); len += (MISSION_NAME_LEN+1);
memcpy(&(buf[len]), Netgame.mission_name, 9); len += 9;
PUT_INTEL_INT(buf + len, Netgame.levelnum); len += 4;
buf[len] = Netgame.gamemode; len++;
buf[len] = Netgame.RefusePlayers; len++;
buf[len] = Netgame.difficulty; len++;
tmpvar = Netgame.game_status;
if (Endlevel_sequence || Control_center_destroyed)
tmpvar = NETSTAT_ENDLEVEL;
if (Netgame.PlayTimeAllowed)
{
if ( (f2i((i2f (Netgame.PlayTimeAllowed*5*60))-ThisLevelTime)) < 30 )
{
tmpvar = NETSTAT_ENDLEVEL;
}
}
buf[len] = tmpvar; len++;
buf[len] = Netgame.numplayers; len++;
buf[len] = Netgame.max_numplayers; len++;
buf[len] = Netgame.numconnected; len++;
buf[len] = Netgame.game_flags; len++;
buf[len] = Netgame.team_vector; len++;
PUT_INTEL_INT(buf + len, Netgame.AllowedItems); len += 4;
PUT_INTEL_SHORT(buf + len, Netgame.Allow_marker_view); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.AlwaysLighting); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.ShowAllNames); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.BrightPlayers); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.InvulAppear); len += 2;
memcpy(&buf[len], Netgame.team_name, 2*(CALLSIGN_LEN+1)); len += 2*(CALLSIGN_LEN+1);
for (i = 0; i < MAX_PLAYERS; i++)
{
PUT_INTEL_INT(buf + len, Netgame.locations[i]); len += 4;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
for (j = 0; j < MAX_PLAYERS; j++)
{
PUT_INTEL_SHORT(buf + len, Netgame.kills[i][j]); len += 2;
}
}
PUT_INTEL_SHORT(buf + len, Netgame.segments_checksum); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.team_kills[0]); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.team_kills[1]); len += 2;
for (i = 0; i < MAX_PLAYERS; i++)
{
PUT_INTEL_SHORT(buf + len, Netgame.killed[i]); len += 2;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
PUT_INTEL_SHORT(buf + len, Netgame.player_kills[i]); len += 2;
}
PUT_INTEL_INT(buf + len, Netgame.KillGoal); len += 4;
PUT_INTEL_INT(buf + len, Netgame.PlayTimeAllowed); len += 4;
PUT_INTEL_INT(buf + len, Netgame.level_time); len += 4;
PUT_INTEL_INT(buf + len, Netgame.control_invul_time); len += 4;
PUT_INTEL_INT(buf + len, Netgame.monitor_vector); len += 4;
for (i = 0; i < MAX_PLAYERS; i++)
{
PUT_INTEL_INT(buf + len, Netgame.player_score[i]); len += 4;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
buf[len] = Netgame.player_flags[i]; len++;
}
PUT_INTEL_SHORT(buf + len, Netgame.PacketsPerSec); len += 2;
buf[len] = Netgame.PacketLossPrevention; len++;
sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&sender_addr, sizeof(struct _sockaddr));
}
}
/* Send game info to all players in this game */
void net_udp_send_netgame_update()
{
int i = 0;
for (i=1; i<N_players; i++ )
{
net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
}
}
int net_udp_send_request(void)
{
// Send a request to join a game 'Netgame'. Returns 0 if we can join this
// game, non-zero if there is some problem.
int i;
if (Netgame.numplayers < 1)
return 1;
for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
if (Netgame.players[i].connected)
break;
Assert(i < MAX_NUM_NET_PLAYERS);
UDP_Seq.type = UPID_REQUEST;
UDP_Seq.player.connected = Current_level_num;
net_udp_send_sequence_packet(UDP_Seq, Netgame.players[0].protocol.udp.addr);
return i;
}
void net_udp_process_game_info(ubyte *data, int data_len, struct _sockaddr game_addr, int lite_info)
{
int len = 0, i = 0, j = 0;
if (lite_info)
{
UDP_netgame_info_lite recv_game;
if (data_len > UPKT_MAX_SIZE)
return;
memcpy(&recv_game, &game_addr, sizeof(struct _sockaddr));
len++; // skip UPID byte
Netgame.protocol.udp.program_iver[0] = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.protocol.udp.program_iver[1] = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.protocol.udp.program_iver[2] = GET_INTEL_SHORT(&(data[len])); len += 2;
if ((recv_game.program_iver[0] != D2XMAJORi) || (recv_game.program_iver[1] != D2XMINORi) || (recv_game.program_iver[2] != D2XMICROi))
return;
memcpy(&recv_game.game_name, &(data[len]), NETGAME_NAME_LEN+1); len += (NETGAME_NAME_LEN+1);
memcpy(&recv_game.mission_title, &(data[len]), MISSION_NAME_LEN+1); len += (MISSION_NAME_LEN+1);
memcpy(&recv_game.mission_name, &(data[len]), 9); len += 9;
recv_game.levelnum = GET_INTEL_INT(&(data[len])); len += 4;
recv_game.gamemode = data[len]; len++;
recv_game.RefusePlayers = data[len]; len++;
recv_game.difficulty = data[len]; len++;
recv_game.game_status = data[len]; len++;
recv_game.numplayers = data[len]; len++;
recv_game.max_numplayers = data[len]; len++;
recv_game.game_flags = data[len]; len++;
recv_game.team_vector = data[len]; len++;
num_active_udp_changed = 1;
for (i = 0; i < num_active_udp_games; i++)
if (!strcasecmp(Active_udp_games[i].game_name, recv_game.game_name) && !memcmp((struct _sockaddr *)&Active_udp_games[i].game_addr, (struct _sockaddr *)&recv_game.game_addr, sizeof(struct _sockaddr)))
break;
if (i == UDP_MAX_NETGAMES)
{
return;
}
memcpy(&Active_udp_games[i], &recv_game, sizeof(UDP_netgame_info_lite));
// See if this is really a Hoard game
// If so, adjust all the data accordingly
if (HoardEquipped())
{
if (Active_udp_games[i].game_flags & NETGAME_FLAG_HOARD)
{
Active_udp_games[i].gamemode=NETGAME_HOARD;
Active_udp_games[i].game_status=NETSTAT_PLAYING;
if (Active_udp_games[i].game_flags & NETGAME_FLAG_TEAM_HOARD)
Active_udp_games[i].gamemode=NETGAME_TEAM_HOARD;
if (Active_udp_games[i].game_flags & NETGAME_FLAG_REALLY_ENDLEVEL)
Active_udp_games[i].game_status=NETSTAT_ENDLEVEL;
if (Active_udp_games[i].game_flags & NETGAME_FLAG_REALLY_FORMING)
Active_udp_games[i].game_status=NETSTAT_STARTING;
}
}
if (i == num_active_udp_games)
num_active_udp_games++;
if (Active_udp_games[i].numplayers == 0)
{
// Delete this game
for (j = i; j < num_active_udp_games-1; j++)
memcpy(&Active_udp_games[j], &Active_udp_games[j+1], sizeof(UDP_netgame_info_lite));
num_active_udp_games--;
}
}
else
{
if (data_len > UPKT_MAX_SIZE)
return;
memcpy((struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, (struct _sockaddr *)&game_addr, sizeof(struct _sockaddr));
len++; // skip UPID byte
Netgame.protocol.udp.program_iver[0] = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.protocol.udp.program_iver[1] = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.protocol.udp.program_iver[2] = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.version_major = data[len]; len++;
Netgame.version_minor = data[len]; len++;
for (i = 0; i < MAX_PLAYERS+4; i++)
{
memcpy(&Netgame.players[i].callsign, &(data[len]), CALLSIGN_LEN+1); len += CALLSIGN_LEN+1;
Netgame.players[i].version_major = data[len]; len++;
Netgame.players[i].version_minor = data[len]; len++;
Netgame.players[i].connected = data[len]; len++;
Netgame.players[i].rank = data[len]; len++;
Netgame.players[i].protocol.udp.isyou = data[len]; len++;
}
memcpy(&Netgame.game_name, &(data[len]), NETGAME_NAME_LEN+1); len += (NETGAME_NAME_LEN+1);
memcpy(&Netgame.mission_title, &(data[len]), MISSION_NAME_LEN+1); len += (MISSION_NAME_LEN+1);
memcpy(&Netgame.mission_name, &(data[len]), 9); len += 9;
Netgame.levelnum = GET_INTEL_INT(&(data[len])); len += 4;
Netgame.gamemode = data[len]; len++;
Netgame.RefusePlayers = data[len]; len++;
Netgame.difficulty = data[len]; len++;
Netgame.game_status = data[len]; len++;
Netgame.numplayers = data[len]; len++;
Netgame.max_numplayers = data[len]; len++;
Netgame.numconnected = data[len]; len++;
Netgame.game_flags = data[len]; len++;
Netgame.team_vector = data[len]; len++;
Netgame.AllowedItems = GET_INTEL_INT(&(data[len])); len += 4;
Netgame.Allow_marker_view = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.AlwaysLighting = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.ShowAllNames = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.BrightPlayers = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.InvulAppear = GET_INTEL_SHORT(&(data[len])); len += 2;
memcpy(Netgame.team_name, &(data[len]), 2*(CALLSIGN_LEN+1)); len += 2*(CALLSIGN_LEN+1);
for (i = 0; i < MAX_PLAYERS; i++)
{
Netgame.locations[i] = GET_INTEL_INT(&(data[len])); len += 4;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
for (j = 0; j < MAX_PLAYERS; j++)
{
Netgame.kills[i][j] = GET_INTEL_SHORT(&(data[len])); len += 2;
}
}
Netgame.segments_checksum = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.team_kills[0] = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.team_kills[1] = GET_INTEL_SHORT(&(data[len])); len += 2;
for (i = 0; i < MAX_PLAYERS; i++)
{
Netgame.killed[i] = GET_INTEL_SHORT(&(data[len])); len += 2;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
Netgame.player_kills[i] = GET_INTEL_SHORT(&(data[len])); len += 2;
}
Netgame.KillGoal = GET_INTEL_INT(&(data[len])); len += 4;
Netgame.PlayTimeAllowed = GET_INTEL_INT(&(data[len])); len += 4;
Netgame.level_time = GET_INTEL_INT(&(data[len])); len += 4;
Netgame.control_invul_time = GET_INTEL_INT(&(data[len])); len += 4;
Netgame.monitor_vector = GET_INTEL_INT(&(data[len])); len += 4;
for (i = 0; i < MAX_PLAYERS; i++)
{
Netgame.player_score[i] = GET_INTEL_INT(&(data[len])); len += 4;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
Netgame.player_flags[i] = data[len]; len++;
}
Netgame.PacketsPerSec = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.PacketLossPrevention = data[len]; len++;
Netgame.protocol.udp.valid = 1; // This game is valid! YAY!
}
}
void net_udp_process_dump(ubyte *data, int len, struct _sockaddr sender_addr)
{
// Our request for join was denied. Tell the user why.
if (memcmp((struct _sockaddr *)&sender_addr,(struct _sockaddr *)&Netgame.players[0].protocol.udp.addr,sizeof(struct _sockaddr)))
return;
if (data[1]==DUMP_KICKED)
{
if (Network_status==NETSTAT_PLAYING)
multi_leave_game();
Function_mode = FMODE_MENU;
nm_messagebox(NULL, 1, TXT_OK, "%s has kicked you out!",Players[0].callsign);
Function_mode = FMODE_GAME;
multi_quit_game = 1;
game_leave_menus();
multi_reset_stuff();
Function_mode = FMODE_MENU;
}
else
{
nm_messagebox(NULL, 1, TXT_OK, NET_DUMP_STRINGS(data[1]));
Network_status = NETSTAT_MENU;
}
}
void net_udp_process_request(UDP_sequence_packet *their)
{
// Player is ready to receieve a sync packet
int i;
for (i = 0; i < N_players; i++)
2009-11-25 00:26:26 +00:00
if (!memcmp((struct _sockaddr *)&their->player.protocol.udp.addr, (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)) && (!strcasecmp(their->player.callsign, Netgame.players[i].callsign)))
{
Players[i].connected = CONNECT_PLAYING;
2009-11-25 00:26:26 +00:00
Netgame.players[i].LastPacketTime = timer_get_fixed_seconds();
break;
}
}
void net_udp_process_packet(ubyte *data, struct _sockaddr sender_addr, int length )
{
UDP_sequence_packet their;
memset(&their, 0, sizeof(UDP_sequence_packet));
switch (data[0])
{
case UPID_VERSION_DENY:
net_udp_process_version_deny(data, sender_addr);
break;
case UPID_GAME_INFO_REQ:
{
int result = 0;
result = net_udp_check_game_info_request(data, length);
if (result == -1)
net_udp_send_version_deny(sender_addr);
else if (result == 1)
net_udp_send_game_info(sender_addr, UPID_GAME_INFO);
break;
}
case UPID_GAME_INFO:
net_udp_process_game_info(data, length, sender_addr, 0);
// FIXME: Check if this cannot be solved different.
if (Game_mode & GM_TEAM)
{
int i;
for (i=0;i<N_players;i++)
if (Players[i].connected)
multi_reset_object_texture (&Objects[Players[i].objnum]);
reset_cockpit();
}
break;
case UPID_GAME_INFO_LITE_REQ:
if (net_udp_check_game_info_request(data, length) == 1)
net_udp_send_game_info(sender_addr, UPID_GAME_INFO_LITE);
break;
case UPID_GAME_INFO_LITE:
net_udp_process_game_info(data, length, sender_addr, 1);
break;
case UPID_DUMP:
if ((Network_status == NETSTAT_WAITING) || (Network_status == NETSTAT_PLAYING))
net_udp_process_dump(data, length, sender_addr);
break;
case UPID_ADDPLAYER:
net_udp_receive_sequence_packet(data, &their, sender_addr);
net_udp_new_player(&their);
break;
case UPID_REQUEST:
net_udp_receive_sequence_packet(data, &their, sender_addr);
if (Network_status == NETSTAT_STARTING)
{
// Someone wants to join our game!
net_udp_add_player(&their);
}
else if (Network_status == NETSTAT_WAITING)
{
// Someone is ready to recieve a sync packet
net_udp_process_request(&their);
}
else if (Network_status == NETSTAT_PLAYING)
{
// Someone wants to join a game in progress!
if (Netgame.RefusePlayers)
net_udp_do_refuse_stuff (&their);
else
net_udp_welcome_player(&their);
}
break;
case UPID_QUIT_JOINING:
net_udp_receive_sequence_packet(data, &their, sender_addr);
if (Network_status == NETSTAT_STARTING)
net_udp_remove_player( &their );
else if ((Network_status == NETSTAT_PLAYING) && (Network_send_objects))
net_udp_stop_resync( &their );
break;
case UPID_SYNC:
if (Network_status == NETSTAT_WAITING)
net_udp_read_sync_packet(data, length, sender_addr);
break;
case UPID_OBJECT_DATA:
if (Network_status == NETSTAT_WAITING)
net_udp_read_object_packet(data);
break;
case UPID_PING:
if (!multi_i_am_master())
net_udp_process_ping(data, length, sender_addr);
break;
case UPID_PONG:
if (multi_i_am_master())
net_udp_process_pong(data, length, sender_addr);
break;
case UPID_ENDLEVEL_H:
if ((!multi_i_am_master()) && ((Network_status == NETSTAT_ENDLEVEL) || (Network_status == NETSTAT_PLAYING)))
net_udp_read_endlevel_packet( data, length, sender_addr );
break;
case UPID_ENDLEVEL_C:
if ((multi_i_am_master()) && ((Network_status == NETSTAT_ENDLEVEL) || (Network_status == NETSTAT_PLAYING)))
net_udp_read_endlevel_packet( data, length, sender_addr );
break;
case UPID_PDATA_H:
if (!multi_i_am_master())
net_udp_process_pdata( data, length, sender_addr );
break;
case UPID_PDATA_C:
if (multi_i_am_master())
net_udp_process_pdata( data, length, sender_addr );
break;
case UPID_MDATA_P0:
net_udp_process_mdata( data, length, sender_addr, 0 );
break;
case UPID_MDATA_P1:
net_udp_process_mdata( data, length, sender_addr, 1 );
break;
case UPID_MDATA_ACK:
net_udp_noloss_got_ack(data, length);
break;
default:
con_printf(CON_DEBUG, "unknown packet type received - type %i\n", data[0]);
break;
}
}
// Packet for end of level syncing
void net_udp_read_endlevel_packet( ubyte *data, int data_len, struct _sockaddr sender_addr )
{
int len = 0, i = 0, j = 0;
ubyte tmpvar = 0;
fix time = timer_get_fixed_seconds();
if (multi_i_am_master())
{
ubyte pnum = data[1];
if (memcmp((struct _sockaddr *)&Netgame.players[pnum].protocol.udp.addr, (struct _sockaddr *)&sender_addr, sizeof(struct _sockaddr)))
return;
len += 2;
Players[pnum].connected = data[len]; len++;
tmpvar = data[len]; len++;
if ((Network_status != NETSTAT_PLAYING) && (Players[pnum].connected == CONNECT_PLAYING) && (tmpvar < Countdown_seconds_left))
Countdown_seconds_left = tmpvar;
Players[pnum].net_kills_total = GET_INTEL_SHORT(&(data[len])); len += 2;
Players[pnum].net_killed_total = GET_INTEL_SHORT(&(data[len])); len += 2;
for (i = 0; i < MAX_PLAYERS; i++)
{
kill_matrix[pnum][i] = GET_INTEL_SHORT(&(data[len])); len += 2;
}
Netgame.players[pnum].LastPacketTime = time;
}
else
{
if (memcmp((struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, (struct _sockaddr *)&sender_addr, sizeof(struct _sockaddr)))
return;
len++;
tmpvar = data[len]; len++;
if ((Network_status != NETSTAT_PLAYING) && (tmpvar < Countdown_seconds_left))
Countdown_seconds_left = tmpvar;
for (i = 0; i < MAX_PLAYERS; i++)
{
if (i == Player_num)
{
len += 5;
continue;
}
Players[i].connected = data[len]; len++;
Players[i].net_kills_total = GET_INTEL_SHORT(&(data[len])); len += 2;
Players[i].net_killed_total = GET_INTEL_SHORT(&(data[len])); len += 2;
if (Players[i].connected)
Netgame.players[i].LastPacketTime = time;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
for (j = 0; j < MAX_PLAYERS; j++)
{
if (i != Player_num)
{
kill_matrix[i][j] = GET_INTEL_SHORT(&(data[len]));
}
len += 2;
}
}
}
}
void net_udp_pack_objects(void)
{
// Switching modes, pack the object array
special_reset_objects();
}
int
net_udp_verify_objects(int remote, int local)
{
int i;
int nplayers, got_controlcen=0;
if ((remote-local) > 10)
return(-1);
if (Game_mode & GM_MULTI_ROBOTS)
got_controlcen = 1;
nplayers = 0;
for (i = 0; i <= Highest_object_index; i++)
{
if ((Objects[i].type == OBJ_PLAYER) || (Objects[i].type == OBJ_GHOST))
nplayers++;
if (Objects[i].type == OBJ_CNTRLCEN)
got_controlcen=1;
}
if (got_controlcen && (MaxNumNetPlayers<=nplayers))
return(0);
return(1);
}
void
net_udp_read_object_packet( ubyte *data )
{
// Object from another net player we need to sync with
short objnum, remote_objnum;
sbyte obj_owner;
int segnum, i;
object *obj;
static int my_pnum = 0;
static int mode = 0;
static int object_count = 0;
static int frame_num = 0;
int nobj = data[1];
int loc = 3;
int remote_frame_num = data[2];
frame_num++;
for (i = 0; i < nobj; i++)
{
objnum = INTEL_SHORT( *(short *)(data+loc) ); loc += 2;
obj_owner = data[loc]; loc += 1;
remote_objnum = INTEL_SHORT( *(short *)(data+loc) ); loc += 2;
if (objnum == -1)
{
// Clear object array
init_objects();
Network_rejoined = 1;
my_pnum = obj_owner;
change_playernum_to(my_pnum);
mode = 1;
object_count = 0;
frame_num = 1;
}
else if (objnum == -2)
{
// Special debug checksum marker for entire send
if (mode == 1)
{
net_udp_pack_objects();
mode = 0;
}
if (remote_objnum != object_count) {
Int3();
}
if (net_udp_verify_objects(remote_objnum, object_count))
{
// Failed to sync up
nm_messagebox(NULL, 1, TXT_OK, TXT_NET_SYNC_FAILED);
Network_status = NETSTAT_MENU;
return;
}
frame_num = 0;
}
else
{
if (frame_num != remote_frame_num)
Int3();
object_count++;
if ((obj_owner == my_pnum) || (obj_owner == -1))
{
if (mode != 1)
Int3(); // SEE ROB
objnum = remote_objnum;
//if (objnum > Highest_object_index)
//{
// Highest_object_index = objnum;
// num_objects = Highest_object_index+1;
//}
}
else {
if (mode == 1)
{
net_udp_pack_objects();
mode = 0;
}
objnum = obj_allocate();
}
if (objnum != -1) {
obj = &Objects[objnum];
if (obj->segnum != -1)
obj_unlink(objnum);
Assert(obj->segnum == -1);
Assert(objnum < MAX_OBJECTS);
memcpy(obj, &data[loc], sizeof(object));
net_udp_swap_object(obj);
loc += sizeof(object);
segnum = obj->segnum;
obj->next = obj->prev = obj->segnum = -1;
obj->attached_obj = -1;
if (segnum > -1)
obj_link(obj-Objects,segnum);
if (obj_owner == my_pnum)
map_objnum_local_to_local(objnum);
else if (obj_owner != -1)
map_objnum_local_to_remote(objnum, remote_objnum, obj_owner);
else
object_owner[objnum] = -1;
}
} // For a standard onbject
} // For each object in packet
}
/*
* Polling loop waiting for sync packet to start game after having sent request
*/
int net_udp_sync_poll( newmenu *menu, d_event *event, void *userdata )
{
static fix t1 = 0;
int rval = 0;
if (event->type != EVENT_IDLE)
return 0;
menu = menu;
userdata = userdata;
net_udp_listen();
// Leave if Host disconnects
if (Netgame.players[0].connected == CONNECT_DISCONNECTED)
rval = -2;
if (Network_status != NETSTAT_WAITING) // Status changed to playing, exit the menu
rval = -2;
if (Network_status != NETSTAT_MENU && !Network_rejoined && (timer_get_fixed_seconds() > t1+F1_0*2))
{
int i;
// Poll time expired, re-send request
t1 = timer_get_fixed_seconds();
i = net_udp_send_request();
if (i < 0)
rval = -2;
}
return rval;
}
int net_udp_start_poll( newmenu *menu, d_event *event, void *userdata )
{
newmenu_item *menus = newmenu_get_items(menu);
int nitems = newmenu_get_nitems(menu);
int i,n,nm;
if (event->type != EVENT_IDLE)
return 0;
userdata = userdata;
Assert(Network_status == NETSTAT_STARTING);
if (!menus[0].value) {
menus[0].value = 1;
}
for (i=1; i<nitems; i++ ) {
if ( (i>= N_players) && (menus[i].value) ) {
menus[i].value = 0;
}
}
nm = 0;
for (i=0; i<nitems; i++ ) {
if ( menus[i].value ) {
nm++;
if ( nm > N_players ) {
menus[i].value = 0;
}
}
}
if ( nm > MaxNumNetPlayers ) {
nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, MaxNumNetPlayers, TXT_NETPLAYERS_IN );
// Turn off the last player highlighted
for (i = N_players; i > 0; i--)
if (menus[i].value == 1)
{
menus[i].value = 0;
break;
}
}
// if (nitems > MAX_PLAYERS ) return;
n = Netgame.numplayers;
net_udp_listen();
if (n < Netgame.numplayers )
{
digi_play_sample (SOUND_HUD_MESSAGE,F1_0);
if (GameArg.MplNoRankings)
sprintf( menus[N_players-1].text, "%d. %-20s", N_players,Netgame.players[N_players-1].callsign );
else
sprintf( menus[N_players-1].text, "%d. %s%-20s", N_players, RankStrings[Netgame.players[N_players-1].rank],Netgame.players[N_players-1].callsign );
if (N_players <= MaxNumNetPlayers)
{
menus[N_players-1].value = 1;
}
}
else if ( n > Netgame.numplayers )
{
// One got removed...
digi_play_sample (SOUND_HUD_KILL,F1_0);
for (i=0; i<N_players; i++ )
{
if (GameArg.MplNoRankings)
sprintf( menus[i].text, "%d. %-20s", i+1, Netgame.players[i].callsign );
else
sprintf( menus[i].text, "%d. %s%-20s", i+1, RankStrings[Netgame.players[i].rank],Netgame.players[i].callsign );
if (i < MaxNumNetPlayers)
menus[i].value = 1;
else
menus[i].value = 0;
}
for (i=N_players; i<n; i++ )
{
sprintf( menus[i].text, "%d. ", i+1 ); // Clear out the deleted entries...
menus[i].value = 0;
}
}
return 0;
}
static int opt_cinvul, opt_team_anarchy, opt_coop, opt_show_on_map, opt_closed,opt_maxnet;
static int opt_team_hoard;
static int opt_refuse,opt_capture;
static int opt_setpower,opt_playtime,opt_killgoal,opt_port,opt_marker_view,opt_light;
static int opt_difficulty,opt_packets, opt_bright,opt_start_invul, opt_show_names, opt_plp;
void net_udp_set_power (void)
{
newmenu_item m[MULTI_ALLOW_POWERUP_MAX];
int i;
for (i = 0; i < MULTI_ALLOW_POWERUP_MAX; i++)
{
m[i].type = NM_TYPE_CHECK; m[i].text = multi_allow_powerup_text[i]; m[i].value = (Netgame.AllowedItems >> i) & 1;
}
i = newmenu_do1( NULL, "Objects to allow", MULTI_ALLOW_POWERUP_MAX, m, NULL, NULL, 0 );
if (i > -1)
{
Netgame.AllowedItems &= ~NETFLAG_DOPOWERUP;
for (i = 0; i < MULTI_ALLOW_POWERUP_MAX; i++)
if (m[i].value)
Netgame.AllowedItems |= (1 << i);
}
}
int net_udp_more_options_handler( newmenu *menu, d_event *event, void *userdata );
void net_udp_more_game_options ()
{
int opt=0,i;
char PlayText[80],KillText[80],srinvul[50],packstring[5];
newmenu_item m[16];
snprintf(packstring,sizeof(char)*4,"%d",Netgame.PacketsPerSec);
opt_difficulty = opt;
m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.difficulty; m[opt].text=TXT_DIFFICULTY; m[opt].min_value=0; m[opt].max_value=(NDL-1); opt++;
opt_cinvul = opt;
sprintf( srinvul, "%s: %d %s", TXT_REACTOR_LIFE, Netgame.control_invul_time/F1_0/60, TXT_MINUTES_ABBREV );
m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.control_invul_time/5/F1_0/60; m[opt].text= srinvul; m[opt].min_value=0; m[opt].max_value=10; opt++;
opt_playtime=opt;
sprintf( PlayText, "Max time: %d %s", Netgame.PlayTimeAllowed*5, TXT_MINUTES_ABBREV );
m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.PlayTimeAllowed; m[opt].text= PlayText; m[opt].min_value=0; m[opt].max_value=10; opt++;
opt_killgoal=opt;
sprintf( KillText, "Kill Goal: %d kills", Netgame.KillGoal*5);
m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.KillGoal; m[opt].text= KillText; m[opt].min_value=0; m[opt].max_value=10; opt++;
opt_start_invul=opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Invulnerable when reappearing"; m[opt].value=Netgame.InvulAppear; opt++;
opt_marker_view = opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Allow Marker camera views"; m[opt].value=Netgame.Allow_marker_view; opt++;
opt_light = opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Indestructible lights"; m[opt].value=Netgame.AlwaysLighting; opt++;
opt_bright = opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Bright player ships"; m[opt].value=Netgame.BrightPlayers; opt++;
opt_show_names=opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Show player names on HUD"; m[opt].value=Netgame.ShowAllNames; opt++;
opt_show_on_map=opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = TXT_SHOW_ON_MAP; m[opt].value=(Netgame.game_flags & NETGAME_FLAG_SHOW_MAP); opt_show_on_map=opt; opt++;
opt_setpower = opt;
m[opt].type = NM_TYPE_MENU; m[opt].text = "Set Objects allowed..."; opt++;
m[opt].type = NM_TYPE_TEXT; m[opt].text = "Packets per second (2 - 20)"; opt++;
opt_packets=opt;
m[opt].type = NM_TYPE_INPUT; m[opt].text=packstring; m[opt].text_len=2; opt++;
m[opt].type = NM_TYPE_TEXT; m[opt].text = "Network port"; opt++;
opt_port = opt;
m[opt].type = NM_TYPE_INPUT; m[opt].text = UDP_MyPort; m[opt].text_len=5; opt++;
opt_plp = opt;
m[opt].type = NM_TYPE_CHECK; m[opt].text = "Packet Loss Prevention"; m[opt].value = Netgame.PacketLossPrevention; opt++;
menu:
i = newmenu_do1( NULL, "Advanced netgame options", opt, m, net_udp_more_options_handler, NULL, 0 );
Netgame.control_invul_time = m[opt_cinvul].value*5*F1_0*60;
if (i==opt_setpower)
{
net_udp_set_power ();
goto menu;
}
Netgame.PacketsPerSec=atoi(packstring);
if (Netgame.PacketsPerSec>20)
{
Netgame.PacketsPerSec=20;
nm_messagebox(TXT_ERROR, 1, TXT_OK, "Packet value out of range\nSetting value to 20");
}
if (Netgame.PacketsPerSec<2)
{
nm_messagebox(TXT_ERROR, 1, TXT_OK, "Packet value out of range\nSetting value to 2");
Netgame.PacketsPerSec=2;
}
if ((atoi(UDP_MyPort)) < 0 ||(atoi(UDP_MyPort)) > 65535)
{
snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", UDP_PORT_DEFAULT);
nm_messagebox(TXT_ERROR, 1, TXT_OK, "Illegal port");
}
Netgame.InvulAppear=m[opt_start_invul].value;
Netgame.BrightPlayers=m[opt_bright].value;
Netgame.ShowAllNames=m[opt_show_names].value;
Netgame.Allow_marker_view=m[opt_marker_view].value;
Netgame.AlwaysLighting=m[opt_light].value;
Netgame.difficulty=Difficulty_level = m[opt_difficulty].value;
if (m[opt_show_on_map].value)
Netgame.game_flags |= NETGAME_FLAG_SHOW_MAP;
else
Netgame.game_flags &= ~NETGAME_FLAG_SHOW_MAP;
Netgame.PacketLossPrevention = m[opt_plp].value;
}
int net_udp_more_options_handler( newmenu *menu, d_event *event, void *userdata )
{
newmenu_item *menus = newmenu_get_items(menu);
int citem = newmenu_get_citem(menu);
switch (event->type)
{
case EVENT_NEWMENU_CHANGED:
if (citem == opt_cinvul)
sprintf( menus[opt_cinvul].text, "%s: %d %s", TXT_REACTOR_LIFE, menus[opt_cinvul].value*5, TXT_MINUTES_ABBREV );
else if (citem == opt_playtime)
{
if (Game_mode & GM_MULTI_COOP)
{
nm_messagebox ("Sorry",1,TXT_OK,"You can't change those for coop!");
menus[opt_playtime].value=0;
return 0;
}
Netgame.PlayTimeAllowed=menus[opt_playtime].value;
sprintf( menus[opt_playtime].text, "Max Time: %d %s", Netgame.PlayTimeAllowed*5, TXT_MINUTES_ABBREV );
}
else if (citem == opt_killgoal)
{
if (Game_mode & GM_MULTI_COOP)
{
nm_messagebox ("Sorry",1,TXT_OK,"You can't change those for coop!");
menus[opt_killgoal].value=0;
return 0;
}
Netgame.KillGoal=menus[opt_killgoal].value;
sprintf( menus[opt_killgoal].text, "Kill Goal: %d kills", Netgame.KillGoal*5);
}
break;
default:
break;
}
userdata = userdata;
return 0;
}
int net_udp_game_param_handler( newmenu *menu, d_event *event, void *userdata )
{
newmenu_item *menus = newmenu_get_items(menu);
int citem = newmenu_get_citem(menu);
static int oldmaxnet=0;
switch (event->type)
{
case EVENT_NEWMENU_CHANGED:
if (((HoardEquipped() && (citem == opt_team_hoard)) || ((citem == opt_team_anarchy) || (citem == opt_capture))) && !menus[opt_closed].value && !menus[opt_refuse].value)
{
menus[opt_refuse].value = 1;
menus[opt_refuse-1].value = 0;
menus[opt_refuse-2].value = 0;
}
if (menus[opt_coop].value)
{
oldmaxnet=1;
if (menus[opt_maxnet].value>2)
{
menus[opt_maxnet].value=2;
}
if (menus[opt_maxnet].max_value>2)
{
menus[opt_maxnet].max_value=2;
}
if (!(Netgame.game_flags & NETGAME_FLAG_SHOW_MAP))
Netgame.game_flags |= NETGAME_FLAG_SHOW_MAP;
if (Netgame.PlayTimeAllowed || Netgame.KillGoal)
{
Netgame.PlayTimeAllowed=0;
Netgame.KillGoal=0;
}
}
else // if !Coop game
{
if (oldmaxnet)
{
oldmaxnet=0;
menus[opt_maxnet].value=6;
menus[opt_maxnet].max_value=6;
}
}
if (citem == opt_maxnet)
sprintf( menus[opt_maxnet].text, "Maximum players: %d", menus[opt_maxnet].value+2 );
break;
default:
break;
}
return 0;
}
int net_udp_get_game_params()
{
int i;
int opt, opt_name, opt_level, opt_mode,opt_moreopts;
newmenu_item m[20];
char slevel[5];
char level_text[32];
char srmaxnet[50];
for (i=0;i<MAX_PLAYERS;i++)
if (i!=Player_num)
Players[i].callsign[0]=0;
MaxNumNetPlayers = MAX_NUM_NET_PLAYERS;
Netgame.KillGoal=0;
Netgame.PlayTimeAllowed=0;
Netgame.Allow_marker_view=1;
Netgame.difficulty=PlayerCfg.DefaultDifficulty;
Netgame.max_numplayers=MaxNumNetPlayers;
sprintf( Netgame.game_name, "%s%s", Players[Player_num].callsign, TXT_S_GAME );
if (GameArg.MplUdpMyPort != 0)
snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", GameArg.MplUdpMyPort);
else
snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", UDP_PORT_DEFAULT);
Netgame.BrightPlayers = Netgame.InvulAppear = 1;
Netgame.AllowedItems = 0;
Netgame.AllowedItems |= NETFLAG_DOPOWERUP;
Netgame.PacketLossPrevention = 1;
if (!select_mission(1, TXT_MULTI_MISSION))
return -1;
strcpy(Netgame.mission_name, Current_mission_filename);
strcpy(Netgame.mission_title, Current_mission_longname);
sprintf( slevel, "1" );
opt = 0;
m[opt].type = NM_TYPE_TEXT; m[opt].text = TXT_DESCRIPTION; opt++;
opt_name = opt;
m[opt].type = NM_TYPE_INPUT; m[opt].text = Netgame.game_name; m[opt].text_len = NETGAME_NAME_LEN; opt++;
sprintf(level_text, "%s (1-%d)", TXT_LEVEL_, Last_level);
Assert(strlen(level_text) < 32);
m[opt].type = NM_TYPE_TEXT; m[opt].text = level_text; opt++;
opt_level = opt;
m[opt].type = NM_TYPE_INPUT; m[opt].text = slevel; m[opt].text_len=4; opt++;
m[opt].type = NM_TYPE_TEXT; m[opt].text = TXT_OPTIONS; opt++;
opt_mode = opt;
m[opt].type = NM_TYPE_RADIO; m[opt].text = TXT_ANARCHY; m[opt].value=(Netgame.gamemode == NETGAME_ANARCHY); m[opt].group=0; opt++;
m[opt].type = NM_TYPE_RADIO; m[opt].text = TXT_TEAM_ANARCHY; m[opt].value=(Netgame.gamemode == NETGAME_TEAM_ANARCHY); m[opt].group=0; opt_team_anarchy=opt; opt++;
m[opt].type = NM_TYPE_RADIO; m[opt].text = TXT_ANARCHY_W_ROBOTS; m[opt].value=(Netgame.gamemode == NETGAME_ROBOT_ANARCHY); m[opt].group=0; opt++;
m[opt].type = NM_TYPE_RADIO; m[opt].text = TXT_COOPERATIVE; m[opt].value=(Netgame.gamemode == NETGAME_COOPERATIVE); m[opt].group=0; opt_coop=opt; opt++;
m[opt].type = NM_TYPE_RADIO; m[opt].text = "Capture the flag"; m[opt].value=(Netgame.gamemode == NETGAME_CAPTURE_FLAG); m[opt].group=0; opt_capture=opt; opt++;
if (HoardEquipped())
{
m[opt].type = NM_TYPE_RADIO; m[opt].text = "Hoard"; m[opt].value=(Netgame.gamemode & NETGAME_HOARD); m[opt].group=0; opt++;
m[opt].type = NM_TYPE_RADIO; m[opt].text = "Team Hoard"; m[opt].value=(Netgame.gamemode & NETGAME_TEAM_HOARD); m[opt].group=0; opt_team_hoard=opt; opt++;
}
m[opt].type = NM_TYPE_TEXT; m[opt].text = ""; opt++;
m[opt].type = NM_TYPE_RADIO; m[opt].text = "Open game"; m[opt].group=1; m[opt].value=(!Netgame.RefusePlayers && !Netgame.game_flags & NETGAME_FLAG_CLOSED); opt++;
opt_closed = opt;
m[opt].type = NM_TYPE_RADIO; m[opt].text = TXT_CLOSED_GAME; m[opt].group=1; m[opt].value=Netgame.game_flags & NETGAME_FLAG_CLOSED; opt++;
opt_refuse = opt;
m[opt].type = NM_TYPE_RADIO; m[opt].text = "Restricted Game "; m[opt].group=1; m[opt].value=Netgame.RefusePlayers; opt++;
opt_maxnet = opt;
sprintf( srmaxnet, "Maximum players: %d", MaxNumNetPlayers);
m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.max_numplayers-2; m[opt].text= srmaxnet; m[opt].min_value=0;
m[opt].max_value=MaxNumNetPlayers-2; opt++;
opt_moreopts=opt;
m[opt].type = NM_TYPE_MENU; m[opt].text = "Advanced Options"; opt++;
Assert(opt <= 20);
menu:
i = newmenu_do1( NULL, NULL, opt, m, net_udp_game_param_handler, NULL, 1 );
if (i==opt_moreopts)
{
if ( m[opt_mode+3].value )
Game_mode=GM_MULTI_COOP;
net_udp_more_game_options();
Game_mode=0;
goto menu;
}
Netgame.RefusePlayers=m[opt_refuse].value;
if ( i > -1 ) {
MaxNumNetPlayers = m[opt_maxnet].value+2;
Netgame.max_numplayers=MaxNumNetPlayers;
Netgame.levelnum = atoi(slevel);
if ((Netgame.levelnum < 1) || (Netgame.levelnum > Last_level))
{
nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_LEVEL_OUT_RANGE );
sprintf(slevel, "1");
goto menu;
}
if ( m[opt_mode].value )
Netgame.gamemode = NETGAME_ANARCHY;
else if (m[opt_mode+1].value) {
Netgame.gamemode = NETGAME_TEAM_ANARCHY;
}
else if (m[opt_capture].value)
Netgame.gamemode = NETGAME_CAPTURE_FLAG;
else if (HoardEquipped() && m[opt_capture+1].value)
Netgame.gamemode = NETGAME_HOARD;
else if (HoardEquipped() && m[opt_capture+2].value)
Netgame.gamemode = NETGAME_TEAM_HOARD;
else if (ANARCHY_ONLY_MISSION) {
nm_messagebox(NULL, 1, TXT_OK, TXT_ANARCHY_ONLY_MISSION);
m[opt_mode+2].value = 0;
m[opt_mode+3].value = 0;
m[opt_mode].value = 1;
goto menu;
}
else if ( m[opt_mode+2].value )
Netgame.gamemode = NETGAME_ROBOT_ANARCHY;
else if ( m[opt_mode+3].value )
Netgame.gamemode = NETGAME_COOPERATIVE;
else Int3(); // Invalid mode -- see Rob
if (m[opt_closed].value)
Netgame.game_flags |= NETGAME_FLAG_CLOSED;
else
Netgame.game_flags &= ~NETGAME_FLAG_CLOSED;
}
return i;
}
void
net_udp_set_game_mode(int gamemode)
{
Show_kill_list = 1;
if ( gamemode == NETGAME_ANARCHY )
Game_mode = GM_NETWORK;
else if ( gamemode == NETGAME_ROBOT_ANARCHY )
Game_mode = GM_NETWORK | GM_MULTI_ROBOTS;
else if ( gamemode == NETGAME_COOPERATIVE )
Game_mode = GM_NETWORK | GM_MULTI_COOP | GM_MULTI_ROBOTS;
else if (gamemode == NETGAME_CAPTURE_FLAG)
{
Game_mode = GM_NETWORK | GM_TEAM | GM_CAPTURE;
Show_kill_list=3;
}
else if (HoardEquipped() && gamemode == NETGAME_HOARD)
Game_mode = GM_NETWORK | GM_HOARD;
else if (HoardEquipped() && gamemode == NETGAME_TEAM_HOARD)
{
Game_mode = GM_NETWORK | GM_HOARD | GM_TEAM;
Show_kill_list=3;
}
else if ( gamemode == NETGAME_TEAM_ANARCHY )
{
Game_mode = GM_NETWORK | GM_TEAM;
Show_kill_list = 3;
}
else
Int3();
}
void net_udp_read_sync_packet( ubyte * data, int data_len, struct _sockaddr sender_addr )
{
int i, j;
char temp_callsign[CALLSIGN_LEN+1];
if (data)
{
net_udp_process_game_info(data, data_len, sender_addr, 0);
}
N_players = Netgame.numplayers;
Difficulty_level = Netgame.difficulty;
Network_status = Netgame.game_status;
if (Netgame.segments_checksum != my_segments_checksum)
{
Network_status = NETSTAT_MENU;
nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_NETLEVEL_NMATCH);
#ifdef RELEASE
return;
#endif
}
// Discover my player number
memcpy(temp_callsign, Players[Player_num].callsign, CALLSIGN_LEN+1);
Player_num = -1;
for (i=0; i<MAX_NUM_NET_PLAYERS; i++ )
{
Players[i].net_kills_total = 0;
Players[i].net_killed_total = 0;
}
for (i=0; i<N_players; i++ ) {
if ( Netgame.players[i].protocol.udp.isyou == 1 && (!strcasecmp( Netgame.players[i].callsign, temp_callsign)) )
{
if (Player_num!=-1) {
Int3(); // Hey, we've found ourselves twice
Network_status = NETSTAT_MENU;
return;
}
change_playernum_to(i);
}
memcpy( Players[i].callsign, Netgame.players[i].callsign, CALLSIGN_LEN+1 );
Players[i].connected = Netgame.players[i].connected;
Players[i].net_kills_total = Netgame.player_kills[i];
Players[i].net_killed_total = Netgame.killed[i];
if ((Network_rejoined) || (i != Player_num))
Players[i].score = Netgame.player_score[i];
for (j = 0; j < MAX_NUM_NET_PLAYERS; j++)
{
kill_matrix[i][j] = Netgame.kills[i][j];
}
}
if ( Player_num < 0 ) {
Network_status = NETSTAT_MENU;
return;
}
if (Network_rejoined)
for (i=0; i<N_players;i++)
Players[i].net_killed_total = Netgame.killed[i];
if (Network_rejoined)
{
net_udp_process_monitor_vector(Netgame.monitor_vector);
Players[Player_num].time_level = Netgame.level_time;
}
team_kills[0] = Netgame.team_kills[0];
team_kills[1] = Netgame.team_kills[1];
Players[Player_num].connected = CONNECT_PLAYING;
Netgame.players[Player_num].connected = CONNECT_PLAYING;
Netgame.players[Player_num].rank=GetMyNetRanking();
if (!Network_rejoined)
{
for (i=0; i<NumNetPlayerPositions; i++)
{
Objects[Players[i].objnum].pos = Player_init[Netgame.locations[i]].pos;
Objects[Players[i].objnum].orient = Player_init[Netgame.locations[i]].orient;
obj_relink(Players[i].objnum,Player_init[Netgame.locations[i]].segnum);
}
}
Objects[Players[Player_num].objnum].type = OBJ_PLAYER;
Network_status = NETSTAT_PLAYING;
Function_mode = FMODE_GAME;
multi_sort_kill_list();
}
void net_udp_send_sync(void)
{
int i, j, np;
// Check if there are enough starting positions
if (NumNetPlayerPositions < MaxNumNetPlayers)
{
nm_messagebox(TXT_ERROR, 1, TXT_OK, "Not enough start positions\n(set %d got %d)\nNetgame aborted", MaxNumNetPlayers, NumNetPlayerPositions);
for (i=1; i<N_players; i++)
{
net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_ABORTED);
Netgame.numplayers = 0;
net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO); // Tell everyone we're bailing
}
if (Game_wind)
window_close(Game_wind);
return;
}
// Randomize their starting locations...
2009-11-25 00:26:26 +00:00
d_srand( timer_get_fixed_seconds() );
for (i=0; i<NumNetPlayerPositions; i++ )
{
if (Players[i].connected)
Players[i].connected = CONNECT_PLAYING; // Get rid of endlevel connect statuses
if (Game_mode & GM_MULTI_COOP)
Netgame.locations[i] = i;
else {
do
{
np = d_rand() % NumNetPlayerPositions;
for (j=0; j<i; j++ )
{
if (Netgame.locations[j]==np)
{
np =-1;
break;
}
}
} while (np<0);
// np is a location that is not used anywhere else..
Netgame.locations[i]=np;
}
}
// Push current data into the sync packet
net_udp_update_netgame();
Netgame.game_status = NETSTAT_PLAYING;
Netgame.segments_checksum = my_segments_checksum;
for (i=0; i<N_players; i++ )
{
if ((!Players[i].connected) || (i == Player_num))
continue;
net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_SYNC);
}
net_udp_read_sync_packet(NULL, 0, Netgame.players[0].protocol.udp.addr); // Read it myself, as if I had sent it
}
int
net_udp_select_teams(void)
{
newmenu_item m[MAX_PLAYERS+4];
int choice, opt, opt_team_b;
ubyte team_vector = 0;
char team_names[2][CALLSIGN_LEN+1];
int i;
int pnums[MAX_PLAYERS+2];
// One-time initialization
for (i = N_players/2; i < N_players; i++) // Put first half of players on team A
{
team_vector |= (1 << i);
}
sprintf(team_names[0], "%s", TXT_BLUE);
sprintf(team_names[1], "%s", TXT_RED);
// Here comes da menu
menu:
m[0].type = NM_TYPE_INPUT; m[0].text = team_names[0]; m[0].text_len = CALLSIGN_LEN;
opt = 1;
for (i = 0; i < N_players; i++)
{
if (!(team_vector & (1 << i)))
{
m[opt].type = NM_TYPE_MENU; m[opt].text = Netgame.players[i].callsign; pnums[opt] = i; opt++;
}
}
opt_team_b = opt;
m[opt].type = NM_TYPE_INPUT; m[opt].text = team_names[1]; m[opt].text_len = CALLSIGN_LEN; opt++;
for (i = 0; i < N_players; i++)
{
if (team_vector & (1 << i))
{
m[opt].type = NM_TYPE_MENU; m[opt].text = Netgame.players[i].callsign; pnums[opt] = i; opt++;
}
}
m[opt].type = NM_TYPE_TEXT; m[opt].text = ""; opt++;
m[opt].type = NM_TYPE_MENU; m[opt].text = TXT_ACCEPT; opt++;
Assert(opt <= MAX_PLAYERS+4);
choice = newmenu_do(NULL, TXT_TEAM_SELECTION, opt, m, NULL, NULL);
if (choice == opt-1)
{
if ((opt-2-opt_team_b < 2) || (opt_team_b == 1))
{
nm_messagebox(NULL, 1, TXT_OK, TXT_TEAM_MUST_ONE);
#ifdef RELEASE
goto menu;
#endif
}
Netgame.team_vector = team_vector;
strcpy(Netgame.team_name[0], team_names[0]);
strcpy(Netgame.team_name[1], team_names[1]);
return 1;
}
else if ((choice > 0) && (choice < opt_team_b)) {
team_vector |= (1 << pnums[choice]);
}
else if ((choice > opt_team_b) && (choice < opt-2)) {
team_vector &= ~(1 << pnums[choice]);
}
else if (choice == -1)
return 0;
goto menu;
}
int
net_udp_select_players(void)
{
int i, j;
newmenu_item m[MAX_PLAYERS+4];
char text[MAX_PLAYERS+4][45];
char title[50];
int save_nplayers; //how may people would like to join
net_udp_add_player( &UDP_Seq );
for (i=0; i< MAX_PLAYERS+4; i++ ) {
sprintf( text[i], "%d. %-20s", i+1, "" );
m[i].type = NM_TYPE_CHECK; m[i].text = text[i]; m[i].value = 0;
}
m[0].value = 1; // Assume server will play...
if (GameArg.MplNoRankings)
sprintf( text[0], "%d. %-20s", 1, Players[Player_num].callsign );
else
sprintf( text[0], "%d. %s%-20s", 1, RankStrings[Netgame.players[Player_num].rank],Players[Player_num].callsign );
sprintf( title, "%s %d %s", TXT_TEAM_SELECT, MaxNumNetPlayers, TXT_TEAM_PRESS_ENTER );
GetPlayersAgain:
j=newmenu_do1( NULL, title, MAX_PLAYERS+4, m, net_udp_start_poll, NULL, 1 );
save_nplayers = N_players;
if (j<0)
{
// Aborted!
// Dump all players and go back to menu mode
abort:
for (i=1; i<save_nplayers; i++) {
net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_ABORTED);
Netgame.numplayers = 0;
net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO); // Tell everyone we're bailing
}
Network_status = NETSTAT_MENU;
return(0);
}
// Count number of players chosen
N_players = 0;
for (i=0; i<save_nplayers; i++ )
{
if (m[i].value)
N_players++;
}
if ( N_players > Netgame.max_numplayers) {
nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, MaxNumNetPlayers, TXT_NETPLAYERS_IN );
N_players = save_nplayers;
goto GetPlayersAgain;
}
// Let host join without Client available. Let's see if our players like that
#if 0 //def RELEASE
if ( N_players < 2 ) {
nm_messagebox( TXT_ERROR, 1, TXT_OK, TXT_TEAM_ATLEAST_TWO );
N_players = save_nplayers;
goto GetPlayersAgain;
}
#endif
#ifdef RELEASE
if ( (Netgame.gamemode == NETGAME_TEAM_ANARCHY || Netgame.gamemode == NETGAME_CAPTURE_FLAG || Netgame.gamemode == NETGAME_TEAM_HOARD) && (N_players < 2) )
{
nm_messagebox(TXT_ERROR, 1, TXT_OK, "You must select at least two\nplayers to start a team game" );
N_players = save_nplayers;
goto GetPlayersAgain;
}
#endif
// Remove players that aren't marked.
N_players = 0;
for (i=0; i<save_nplayers; i++ )
{
if (m[i].value)
{
if (i > N_players)
{
memcpy(Netgame.players[N_players].callsign, Netgame.players[i].callsign, CALLSIGN_LEN+1);
Netgame.players[N_players].version_major=Netgame.players[i].version_major;
Netgame.players[N_players].version_minor=Netgame.players[i].version_minor;
Netgame.players[N_players].rank=Netgame.players[i].rank;
ClipRank (&Netgame.players[N_players].rank);
net_udp_check_for_old_version(i);
}
Players[N_players].connected = CONNECT_PLAYING;
N_players++;
}
else
{
net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_DORK);
}
}
for (i = N_players; i < MAX_NUM_NET_PLAYERS; i++) {
memset(Netgame.players[i].callsign, 0, CALLSIGN_LEN+1);
Netgame.players[i].version_major=0;
Netgame.players[i].version_minor=0;
Netgame.players[i].rank=0;
}
if (Netgame.gamemode == NETGAME_TEAM_ANARCHY ||
Netgame.gamemode == NETGAME_CAPTURE_FLAG ||
Netgame.gamemode == NETGAME_TEAM_HOARD)
if (!net_udp_select_teams())
goto abort;
return(1);
}
void
net_udp_start_game()
{
int i;
// FIXME: Keep multiplayer menu to go back to
//if (setjmp(LeaveGame))
//{
// Game_mode = GM_GAME_OVER;
// return;
//}
net_udp_init();
change_playernum_to(0);
i = net_udp_get_game_params();
if (i<0) return;
i = udp_open_socket(0, atoi(UDP_MyPort));
if (i != 0)
return;
if (atoi(UDP_MyPort) != UDP_PORT_DEFAULT)
i = udp_open_socket(1, UDP_PORT_DEFAULT); // Default port open for Broadcasts
if (i != 0)
return;
if (is_D2_OEM)
UDP_Seq.player.version_minor|=0x10;
N_players = 0;
Netgame.game_status = NETSTAT_STARTING;
Netgame.numplayers = 0;
Network_status = NETSTAT_STARTING;
net_udp_set_game_mode(Netgame.gamemode);
d_srand( timer_get_fixed_seconds() );
Netgame.players[0].protocol.udp.isyou = 1; // I am Host. I need to know that y'know? For syncing later.
if(net_udp_select_players())
{
StartNewLevel(Netgame.levelnum, 0);
}
else
Game_mode = GM_GAME_OVER;
}
int net_udp_wait_for_sync(void)
{
char text[60];
newmenu_item m[2];
int i, choice=0;
Network_status = NETSTAT_WAITING;
m[0].type=NM_TYPE_TEXT; m[0].text = text;
m[1].type=NM_TYPE_TEXT; m[1].text = TXT_NET_LEAVE;
i = net_udp_send_request();
if (i < 0)
return(-1);
sprintf( m[0].text, "%s\n'%s' %s", TXT_NET_WAITING, Netgame.players[i].callsign, TXT_NET_TO_ENTER );
while (choice > -1)
choice=newmenu_do( NULL, TXT_WAIT, 2, m, net_udp_sync_poll, NULL );
if (Network_status != NETSTAT_PLAYING)
{
UDP_sequence_packet me;
memset(&me, 0, sizeof(UDP_sequence_packet));
me.type = UPID_QUIT_JOINING;
memcpy( me.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
net_udp_send_sequence_packet(me, Netgame.players[0].protocol.udp.addr);
N_players = 0;
Function_mode = FMODE_MENU;
Game_mode = GM_GAME_OVER;
return(-1); // they cancelled
}
return(0);
}
int net_udp_request_poll( newmenu *menu, d_event *event, void *userdata )
{
// Polling loop for waiting-for-requests menu
int i = 0;
int num_ready = 0;
if (event->type != EVENT_IDLE)
return 0;
menu = menu;
userdata = userdata;
// Send our endlevel packet at regular intervals
// if (timer_get_fixed_seconds() > t1+ENDLEVEL_SEND_INTERVAL)
// {
// net_udp_send_endlevel_packet();
// t1 = timer_get_fixed_seconds();
// }
net_udp_listen();
net_udp_timeout_check(timer_get_fixed_seconds());
for (i = 0; i < N_players; i++)
{
if ((Players[i].connected == CONNECT_PLAYING) || (Players[i].connected == CONNECT_DISCONNECTED))
num_ready++;
}
if (num_ready == N_players) // All players have checked in or are disconnected
{
return -2;
}
return 0;
}
void
net_udp_wait_for_requests(void)
{
// Wait for other players to load the level before we send the sync
int choice, i;
newmenu_item m[1];
Network_status = NETSTAT_WAITING;
m[0].type=NM_TYPE_TEXT; m[0].text = TXT_NET_LEAVE;
Network_status = NETSTAT_WAITING;
net_udp_flush();
Players[Player_num].connected = CONNECT_PLAYING;
menu:
choice = newmenu_do(NULL, TXT_WAIT, 1, m, net_udp_request_poll, NULL);
if (choice == -1)
{
// User aborted
choice = nm_messagebox(NULL, 3, TXT_YES, TXT_NO, TXT_START_NOWAIT, TXT_QUITTING_NOW);
if (choice == 2) {
N_players = 1;
return;
}
if (choice != 0)
goto menu;
// User confirmed abort
for (i=0; i < N_players; i++) {
if ((Players[i].connected != CONNECT_DISCONNECTED) && (i != Player_num)) {
net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_ABORTED);
}
}
if (Game_wind)
window_close(Game_wind);
}
else if (choice != -2)
goto menu;
}
/* Do required syncing after each level, before starting new one */
int
net_udp_level_sync(void)
{
int result;
memset(&UDP_MData, 0, sizeof(UDP_mdata_info));
net_udp_noloss_init_mdata_queue();
net_udp_flush(); // Flush any old packets
if (N_players == 0)
result = net_udp_wait_for_sync();
else if (multi_i_am_master())
{
net_udp_wait_for_requests();
net_udp_send_sync();
result = 0;
}
else
result = net_udp_wait_for_sync();
net_udp_count_powerups_in_mine();
if (result)
{
Players[Player_num].connected = CONNECT_DISCONNECTED;
net_udp_send_endlevel_packet();
if (Game_wind)
window_close(Game_wind);
}
return(0);
}
void net_udp_count_powerups_in_mine(void)
{
int i;
for (i=0;i<MAX_POWERUP_TYPES;i++)
PowerupsInMine[i]=0;
for (i=0;i<=Highest_object_index;i++)
{
if (Objects[i].type==OBJ_POWERUP)
{
PowerupsInMine[Objects[i].id]++;
if (multi_powerup_is_4pack(Objects[i].id))
PowerupsInMine[Objects[i].id-1]+=4;
}
}
}
int net_udp_do_join_game()
{
if (Netgame.game_status == NETSTAT_ENDLEVEL)
{
nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_NET_GAME_BETWEEN2);
return 0;
}
// Check for valid mission name
if (!load_mission_by_name(Netgame.mission_name))
{
nm_messagebox(NULL, 1, TXT_OK, TXT_MISSION_NOT_FOUND);
return 0;
}
if (is_D2_OEM)
{
UDP_Seq.player.version_minor|=0x10;
if (Netgame.levelnum>8)
{
nm_messagebox(NULL, 1, TXT_OK, "This OEM version only supports\nthe first 8 levels!");
return 0;
}
}
if (is_MAC_SHARE)
{
if (Netgame.levelnum > 4)
{
nm_messagebox(NULL, 1, TXT_OK, "This SHAREWARE version only supports\nthe first 4 levels!");
return 0;
}
}
Network_status = NETSTAT_BROWSING; // We are looking at a game menu
if (!net_udp_can_join_netgame(&Netgame))
{
if (Netgame.numplayers == Netgame.max_numplayers)
nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_GAME_FULL);
else
nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_IN_PROGRESS);
return 0;
}
// Choice is valid, prepare to join in
Difficulty_level = Netgame.difficulty;
MaxNumNetPlayers = Netgame.max_numplayers;
change_playernum_to(1);
net_udp_set_game_mode(Netgame.gamemode);
StartNewLevel(Netgame.levelnum, 0);
return 1; // look ma, we're in a game!!!
}
void net_udp_leave_game()
{
int nsave, i;
net_udp_do_frame(1, 1);
if ((multi_i_am_master()))
{
while (Network_sending_extras>1 && Player_joining_extras!=-1)
net_udp_send_extras();
Netgame.numplayers = 0;
nsave=N_players;
N_players=0;
for (i=1; i<nsave; i++ )
{
net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
}
N_players=nsave;
}
Players[Player_num].connected = CONNECT_DISCONNECTED;
net_udp_send_endlevel_packet();
change_playernum_to(0);
Game_mode = GM_GAME_OVER;
write_player_file();
net_udp_flush();
if( UDP_Socket[0] != -1 )
udp_close_socket(0);
if( UDP_Socket[1] != -1 )
udp_close_socket(1);
}
void net_udp_flush()
{
ubyte packet[UPKT_MAX_SIZE];
struct _sockaddr sender_addr;
if (UDP_Socket[0] != -1)
while (udp_receive_packet( 0, packet, UPKT_MAX_SIZE, &sender_addr) > 0);
if (UDP_Socket[1] != -1)
while (udp_receive_packet( 1, packet, UPKT_MAX_SIZE, &sender_addr) > 0);
}
void net_udp_listen()
{
int size;
ubyte packet[UPKT_MAX_SIZE];
struct _sockaddr sender_addr;
if (UDP_Socket[0] != -1)
{
size = udp_receive_packet( 0, packet, UPKT_MAX_SIZE, &sender_addr );
while ( size > 0 ) {
net_udp_process_packet( packet, sender_addr, size );
size = udp_receive_packet( 0, packet, UPKT_MAX_SIZE, &sender_addr );
}
}
if (UDP_Socket[1] != -1)
{
size = udp_receive_packet( 1, packet, UPKT_MAX_SIZE, &sender_addr );
while ( size > 0 ) {
net_udp_process_packet( packet, sender_addr, size );
size = udp_receive_packet( 1, packet, UPKT_MAX_SIZE, &sender_addr );
}
}
}
void net_udp_send_data( ubyte * ptr, int len, int priority )
{
char check;
if (Endlevel_sequence)
return;
if (priority)
PacketUrgent = 1;
if ((UDP_MData.mbuf_size+len) > UPKT_MBUF_SIZE )
{
check = ptr[0];
net_udp_do_frame(1, 0);
if (UDP_MData.mbuf_size != 0)
Int3();
Assert(check == ptr[0]);
}
Assert(UDP_MData.mbuf_size+len <= UPKT_MBUF_SIZE);
memcpy( &UDP_MData.mbuf[UDP_MData.mbuf_size], ptr, len );
UDP_MData.mbuf_size += len;
}
void net_udp_timeout_check(fix time)
{
int i = 0;
static fix last_timeout_time = 0;
if ((time>=last_timeout_time+F1_0) || (time < last_timeout_time))
{
// Check for player timeouts
for (i = 0; i < N_players; i++)
{
if ((i != Player_num) && (Players[i].connected != CONNECT_DISCONNECTED))
{
if ((Netgame.players[i].LastPacketTime == 0) || (Netgame.players[i].LastPacketTime > time))
{
Netgame.players[i].LastPacketTime = time;
}
2009-11-25 00:26:26 +00:00
else if ((time - Netgame.players[i].LastPacketTime) > UDP_TIMEOUT)
{
net_udp_timeout_player(i);
}
}
if (Players[i].connected == CONNECT_DISCONNECTED && Objects[Players[i].objnum].type != OBJ_GHOST)
{
HUD_init_message( "'%s' has left.", Players[i].callsign );
multi_make_player_ghost(i);
}
}
last_timeout_time = time;
}
}
void net_udp_timeout_player(int playernum)
{
// Remove a player from the game if we haven't heard from them in
// a long time.
int i, n = 0;
Assert(playernum < N_players);
Assert(playernum > -1);
net_udp_disconnect_player(playernum);
if (Network_status == NETSTAT_PLAYING)
{
create_player_appearance_effect(&Objects[Players[playernum].objnum]);
digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
HUD_init_message("%s %s", Players[playernum].callsign, TXT_DISCONNECTING);
}
for (i = 0; i < N_players; i++)
if (Players[i].connected)
n++;
if (n == 1 && Network_status == NETSTAT_PLAYING)
{
HUD_init_message("You are the only person remaining in this netgame");
}
}
void net_udp_do_frame(int force, int listen)
{
int send_mdata = (Network_laser_fired || force || PacketUrgent);
fix time = 0;
static fix last_send_time = 0, last_endlevel_time = 0;
if (!(Game_mode&GM_NETWORK))
return;
time = timer_get_fixed_seconds();
net_udp_ping_frame(time);
if (WaitForRefuseAnswer && time>(RefuseTimeLimit+(F1_0*12)))
WaitForRefuseAnswer=0;
// Send player position packet (and endlevel if needed)
if ((time >= (last_send_time+(F1_0/Netgame.PacketsPerSec))) || (time < last_send_time))
{
multi_send_robot_frame(0);
multi_send_fire(); // Do firing if needed..
last_send_time = time;
net_udp_send_pdata();
send_mdata = 1;
}
if (send_mdata)
net_udp_send_mdata(PacketUrgent, time);
net_udp_noloss_process_queue(time);
if (((time>=last_endlevel_time+F1_0) || (time < last_endlevel_time)) && Control_center_destroyed)
{
last_endlevel_time = time;
net_udp_send_endlevel_packet();
}
if (listen)
{
net_udp_timeout_check(time);
net_udp_listen();
if (Network_send_objects)
net_udp_send_objects();
if (Network_sending_extras)
net_udp_send_extras();
}
PacketUrgent = 0;
}
/* CODE FOR PACKET LOSS PREVENTION - START */
/*
* Adds a packet to our queue. Should be called when an IMPORTANT mdata packet is created.
* player_ack is an array which should contain 0 for each player that needs to send an ACK signal.
*/
void net_udp_noloss_add_queue_pkt(uint32_t pkt_num, fix time, ubyte *data, ushort data_size, ubyte pnum, ubyte player_ack[MAX_PLAYERS])
{
int i;
if (!Netgame.PacketLossPrevention)
return;
for (i = 0; i < UDP_MDATA_STOR_QUEUE_SIZE; i++)
{
int j;
if (UDP_mdata_queue[i].used)
continue;
con_printf(CON_VERBOSE, "P#%i: Adding MData pkt_num %i from %i to MData store list\n", Player_num, pkt_num, pnum);
UDP_mdata_queue[i].used = 1;
UDP_mdata_queue[i].pkt_initial_timestamp = time;
for (j = 0; j < MAX_PLAYERS; j++)
UDP_mdata_queue[i].pkt_timestamp[j] = time;
UDP_mdata_queue[i].pkt_num = pkt_num;
UDP_mdata_queue[i].Player_num = pnum;
memcpy( &UDP_mdata_queue[i].player_ack, player_ack, sizeof(ubyte)*MAX_PLAYERS);
memcpy( &UDP_mdata_queue[i].data, data, sizeof(char)*data_size );
UDP_mdata_queue[i].data_size = data_size;
return;
}
con_printf(CON_VERBOSE, "P#%i: MData store list is full!\n", Player_num);
}
/*
* We have received a MDATA packet. Send ACK response to sender!
* Also check in our UDP_mdata_got list, if we got this packet already. If yes, return 0 so do not process it!
*/
int net_udp_noloss_validate_mdata(uint32_t pkt_num, ubyte sender_pnum, struct _sockaddr sender_addr)
{
ubyte buf[7];
int i = 0, len = 0;
// Check if this comes from a valid IP
if (multi_i_am_master())
{
if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[sender_pnum].protocol.udp.addr, sizeof(struct _sockaddr)))
return 0;
}
else
{
if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr)))
return 0;
}
con_printf(CON_VERBOSE, "P#%i: Sending MData ACK for pkt %i - pnum %i\n",Player_num, pkt_num, sender_pnum);
memset(&buf,0,sizeof(buf));
buf[len] = UPID_MDATA_ACK; len++;
buf[len] = Player_num; len++;
buf[len] = sender_pnum; len++;
PUT_INTEL_INT(buf + len, pkt_num); len += 4;
sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&sender_addr, sizeof(struct _sockaddr));
for (i = 0; i < UDP_MDATA_STOR_QUEUE_SIZE; i++)
{
if (pkt_num == UDP_mdata_got[sender_pnum].pkt_num[i])
return 0; // we got this packet already
}
UDP_mdata_got[sender_pnum].cur_slot++;
if (UDP_mdata_got[sender_pnum].cur_slot >= UDP_MDATA_STOR_QUEUE_SIZE)
UDP_mdata_got[sender_pnum].cur_slot = 0;
UDP_mdata_got[sender_pnum].pkt_num[UDP_mdata_got[sender_pnum].cur_slot] = pkt_num;
return 1;
}
/* We got an ACK by a player. Set this player slot to positive! */
void net_udp_noloss_got_ack(ubyte *data, int data_len)
{
int i = 0, len = 0;
uint32_t pkt_num = 0;
ubyte sender_pnum = 0, dest_pnum = 0;
if (data_len != 7)
return;
len++;
sender_pnum = data[len]; len++;
dest_pnum = data[len]; len++;
pkt_num = GET_INTEL_INT(&data[len]); len += 4;
for (i = 0; i < UDP_MDATA_STOR_QUEUE_SIZE; i++)
{
if ((pkt_num == UDP_mdata_queue[i].pkt_num) && (dest_pnum == UDP_mdata_queue[i].Player_num))
{
con_printf(CON_VERBOSE, "P#%i: Got MData ACK for pkt_num %i from pnum %i for pnum %i\n",Player_num, pkt_num, sender_pnum, dest_pnum);
UDP_mdata_queue[i].player_ack[sender_pnum] = 1;
break;
}
}
}
/* Init/Free the queue. Call at start and end of a game or level. */
void net_udp_noloss_init_mdata_queue(void)
{
con_printf(CON_VERBOSE, "P#%i: Clearing MData store/GOT list\n",Player_num);
memset(&UDP_mdata_queue,0,sizeof(UDP_mdata_store)*UDP_MDATA_STOR_QUEUE_SIZE);
memset(&UDP_mdata_got,0,sizeof(UDP_mdata_recv)*MAX_PLAYERS);
}
/* Reset the trace list for given player when (dis)connect happens */
void net_udp_noloss_clear_mdata_got(ubyte player_num)
{
con_printf(CON_VERBOSE, "P#%i: Clearing GOT list for %i\n",Player_num, player_num);
memset(&UDP_mdata_got[player_num].pkt_num,0,sizeof(uint32_t)*UDP_MDATA_STOR_QUEUE_SIZE);
UDP_mdata_got[player_num].cur_slot = 0;
}
/*
* The main queue-process function.
* Check if we can remove a packet from queue, and check if there are packets in queue which we need to re-send
*/
void net_udp_noloss_process_queue(fix time)
{
int queuec = 0, plc = 0, count = 0;
if (!Netgame.PacketLossPrevention)
return;
for (queuec = 0; queuec < UDP_MDATA_STOR_QUEUE_SIZE; queuec++)
{
fix resend_delay = (F1_0/2);
int resend = 0;
if (!UDP_mdata_queue[queuec].used)
continue;
// Check if at least one connected player has not ACK'd the packet
for (plc = 0; plc < MAX_PLAYERS; plc++)
{
// If player is not playing anymore, we can remove him from list. Also remove *me* (even if that should have been done already). Also make sure Clients do not send to anyone else than Host
if ((Players[plc].connected != CONNECT_PLAYING || plc == Player_num) || (!multi_i_am_master() && plc > 0))
UDP_mdata_queue[queuec].player_ack[plc] = 1;
if (!UDP_mdata_queue[queuec].player_ack[plc])
{
// Set resend interval
if (Netgame.players[plc].ping < 20)
resend_delay = (F1_0/20);
else if (Netgame.players[plc].ping < 500)
resend_delay = i2f(Netgame.players[plc].ping + (Netgame.players[plc].ping/10));
else
resend_delay = (F1_0/2);
// Resend if enough time has passed.
if ((UDP_mdata_queue[queuec].pkt_timestamp[plc] + resend_delay <= time) || (time < UDP_mdata_queue[queuec].pkt_timestamp[plc]))
{
ubyte buf[sizeof(UDP_mdata_info)];
int len = 0;
con_printf(CON_VERBOSE, "P#%i: Resending pkt_num %i from pnum %i to pnum %i\n",Player_num, UDP_mdata_queue[queuec].pkt_num, UDP_mdata_queue[queuec].Player_num, plc);
UDP_mdata_queue[queuec].pkt_timestamp[plc] = time;
memset(&buf, 0, sizeof(UDP_mdata_info));
// Prepare the packet and send it
buf[len] = UPID_MDATA_P1; len++;
buf[len] = UDP_mdata_queue[queuec].Player_num; len++;
PUT_INTEL_INT(buf + len, UDP_mdata_queue[queuec].pkt_num); len += 4;
memcpy(&buf[len], UDP_mdata_queue[queuec].data, sizeof(char)*UDP_mdata_queue[queuec].data_size);
len += UDP_mdata_queue[queuec].data_size;
sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[plc].protocol.udp.addr, sizeof(struct _sockaddr));
}
resend++;
}
}
// Check if we can remove that packet due to to it had no resend's or Timeout
if (!resend || ((UDP_mdata_queue[queuec].pkt_initial_timestamp + UDP_TIMEOUT <= time) || (time < UDP_mdata_queue[queuec].pkt_initial_timestamp)))
{
con_printf(CON_VERBOSE, "P#%i: Removing stored pkt_num %i - All ACK: %i\n",Player_num, UDP_mdata_queue[queuec].pkt_num, !resend);
memset(&UDP_mdata_queue[queuec],0,sizeof(UDP_mdata_store));
}
if (resend)
count++;
// Only send 5 packets from the queue by each time the queue process is called
if (count >= 5)
break;
}
}
/* CODE FOR PACKET LOSS PREVENTION - END */
void net_udp_send_mdata_direct(ubyte *data, int data_len, int pnum, int priority)
{
ubyte buf[sizeof(UDP_mdata_info)];
ubyte pack[MAX_PLAYERS];
int len = 0;
if (!(Game_mode&GM_NETWORK))
return;
if (!(data_len > 0))
return;
if (!multi_i_am_master())
Error("Client sent direct data in net_udp_send_mdata_direct()!\n");
if (!Netgame.PacketLossPrevention)
priority = 0;
memset(&buf, 0, sizeof(UDP_mdata_info));
memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS);
pack[pnum] = 0;
if (priority)
buf[len] = UPID_MDATA_P1;
else
buf[len] = UPID_MDATA_P0;
len++;
buf[len] = Player_num; len++;
if (priority)
{
UDP_MData.pkt_num++;
PUT_INTEL_INT(buf + len, UDP_MData.pkt_num); len += 4;
}
memcpy(&buf[len], data, sizeof(char)*data_len); len += data_len;
sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[pnum].protocol.udp.addr, sizeof(struct _sockaddr));
if (priority)
net_udp_noloss_add_queue_pkt(UDP_MData.pkt_num, timer_get_fixed_seconds(), data, len, Player_num, pack);
}
void net_udp_send_mdata(int priority, fix time)
{
ubyte buf[sizeof(UDP_mdata_info)];
ubyte pack[MAX_PLAYERS];
int len = 0, i = 0;
if (!(Game_mode&GM_NETWORK))
return;
if (!(UDP_MData.mbuf_size > 0))
return;
if (!Netgame.PacketLossPrevention)
priority = 0;
memset(&buf, 0, sizeof(UDP_mdata_info));
memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS);
if (priority)
buf[len] = UPID_MDATA_P1;
else
buf[len] = UPID_MDATA_P0;
len++;
buf[len] = Player_num; len++;
if (priority)
{
UDP_MData.pkt_num++;
PUT_INTEL_INT(buf + len, UDP_MData.pkt_num); len += 4;
}
memcpy(&buf[len], UDP_MData.mbuf, sizeof(char)*UDP_MData.mbuf_size); len += UDP_MData.mbuf_size;
if (multi_i_am_master())
{
for (i = 1; i < MAX_PLAYERS; i++)
{
if (Players[i].connected == CONNECT_PLAYING)
{
sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr));
pack[i] = 0;
}
}
}
else
{
sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr));
pack[0] = 0;
}
if (priority)
net_udp_noloss_add_queue_pkt(UDP_MData.pkt_num, time, UDP_MData.mbuf, UDP_MData.mbuf_size, Player_num, pack);
// Clear UDP_MData except pkt_num. That one must not be deleted so we can clearly keep track of important packets.
UDP_MData.type = 0;
UDP_MData.Player_num = 0;
UDP_MData.mbuf_size = 0;
memset(&UDP_MData.mbuf, 0, sizeof(ubyte)*UPKT_MBUF_SIZE);
}
void net_udp_process_mdata (ubyte *data, int data_len, struct _sockaddr sender_addr, int priority)
{
int pnum = data[1], dataoffset = (priority?6:2);
// Check if packet might be bogus
if ((pnum < 0) || (data_len > sizeof(UDP_mdata_info)))
return;
// Check if it came from valid IP
if (multi_i_am_master())
{
if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[pnum].protocol.udp.addr, sizeof(struct _sockaddr)))
{
return;
}
}
else
{
if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr)))
{
return;
}
}
// Add priority packet and check for possible redundancy
if (priority)
{
if (!net_udp_noloss_validate_mdata(GET_INTEL_SHORT(&data[2]), pnum, sender_addr))
return;
}
// send this to everyone else (if master)
if (multi_i_am_master())
{
ubyte pack[MAX_PLAYERS];
int i = 0;
memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS);
for (i = 1; i < MAX_PLAYERS; i++)
{
if ((i != pnum) && Players[i].connected == CONNECT_PLAYING)
{
sendto (UDP_Socket[0], data, data_len, 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr));
pack[i] = 0;
}
}
if (priority && N_players > 2)
{
net_udp_noloss_add_queue_pkt(GET_INTEL_SHORT(&data[2]), timer_get_fixed_seconds(), data+dataoffset, data_len-dataoffset, pnum, pack);
}
}
// Check if we are in correct state to process the packet
if (!((Network_status == NETSTAT_PLAYING)||(Network_status == NETSTAT_ENDLEVEL) || Network_status==NETSTAT_WAITING))
return;
// Process
if (Endlevel_sequence || (Network_status == NETSTAT_ENDLEVEL))
{
int old_Endlevel_sequence = Endlevel_sequence;
Endlevel_sequence = 1;
multi_process_bigdata( (char*)data+dataoffset, data_len-dataoffset);
Endlevel_sequence = old_Endlevel_sequence;
return;
}
multi_process_bigdata( (char*)data+dataoffset, data_len-dataoffset );
}
void net_udp_send_pdata()
{
int i = 0, j = 0;
if (multi_i_am_master())
{
ubyte buf[sizeof(UDP_frame_info)*MAX_PLAYERS];
shortpos pos[MAX_PLAYERS];
int len = 0;
memset(&buf, 0, sizeof(UDP_frame_info)*MAX_PLAYERS);
memset(&pos, 0, sizeof(shortpos)*MAX_PLAYERS);
for (i = 0; i < MAX_PLAYERS; i++)
if (Players[i].connected == CONNECT_PLAYING)
create_shortpos(&pos[i], Objects+Players[i].objnum, 1);
for (i = 1; i < MAX_PLAYERS; i++)
{
if (Players[i].connected != CONNECT_PLAYING)
continue;
len = 0;
buf[len] = UPID_PDATA_H; len++;
for (j = 0; j < MAX_PLAYERS; j++)
{
if ((i == j) || (Players[j].connected != CONNECT_PLAYING))
{
buf[len] = j; len++;
buf[len] = Players[j].connected; len++;
}
else
{
buf[len] = j; len++;
buf[len] = Players[j].connected; len++;
buf[len] = Objects[Players[j].objnum].render_type; len++;
memcpy(buf + len, &pos[j].bytemat, 9); len += 9;
PUT_INTEL_SHORT(&buf[len], pos[j].xo); len += 2;
PUT_INTEL_SHORT(&buf[len], pos[j].yo); len += 2;
PUT_INTEL_SHORT(&buf[len], pos[j].zo); len += 2;
PUT_INTEL_SHORT(&buf[len], pos[j].segment); len += 2;
PUT_INTEL_SHORT(&buf[len], pos[j].velx); len += 2;
PUT_INTEL_SHORT(&buf[len], pos[j].vely); len += 2;
PUT_INTEL_SHORT(&buf[len], pos[j].velz); len += 2;
}
}
sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr));
}
}
else if (Players[Player_num].connected == CONNECT_PLAYING)
{
ubyte buf[sizeof(UDP_frame_info)];
shortpos pos;
int len = 0;
memset(&buf, 0, sizeof(UDP_frame_info));
buf[len] = UPID_PDATA_C; len++;
buf[len] = Player_num; len++;
buf[len] = Players[Player_num].connected; len++;
buf[len] = Objects[Players[j].objnum].render_type; len++;
memset(&pos, 0, sizeof(shortpos));
create_shortpos(&pos, Objects+Players[Player_num].objnum, 1);
memcpy(buf + len, &pos.bytemat, 9); len += 9;
PUT_INTEL_SHORT(&buf[len], pos.xo); len += 2;
PUT_INTEL_SHORT(&buf[len], pos.yo); len += 2;
PUT_INTEL_SHORT(&buf[len], pos.zo); len += 2;
PUT_INTEL_SHORT(&buf[len], pos.segment); len += 2;
PUT_INTEL_SHORT(&buf[len], pos.velx); len += 2;
PUT_INTEL_SHORT(&buf[len], pos.vely); len += 2;
PUT_INTEL_SHORT(&buf[len], pos.velz); len += 2;
sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr));
}
}
void net_udp_process_pdata ( ubyte *data, int data_len, struct _sockaddr sender_addr )
{
int len = 0, i = 0;
if (!(Game_mode & GM_NETWORK))
return;
len++;
if (multi_i_am_master())
{
UDP_frame_info pd;
memset(&pd, 0, sizeof(UDP_frame_info));
if (data_len > sizeof(UDP_frame_info))
return;
if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[data[len]].protocol.udp.addr, sizeof(struct _sockaddr)))
return;
pd.Player_num = data[len]; len++;
pd.connected = data[len]; len++;
pd.obj_render_type = data[len]; len++;
memcpy(&pd.pos.bytemat, &(data[len]), 9); len += 9;
pd.pos.xo = GET_INTEL_SHORT(&data[len]); len += 2;
pd.pos.yo = GET_INTEL_SHORT(&data[len]); len += 2;
pd.pos.zo = GET_INTEL_SHORT(&data[len]); len += 2;
pd.pos.segment = GET_INTEL_SHORT(&data[len]); len += 2;
pd.pos.velx = GET_INTEL_SHORT(&data[len]); len += 2;
pd.pos.vely = GET_INTEL_SHORT(&data[len]); len += 2;
pd.pos.velz = GET_INTEL_SHORT(&data[len]); len += 2;
if ((Game_mode&GM_NETWORK) && ((Network_status == NETSTAT_PLAYING)||(Network_status == NETSTAT_ENDLEVEL) || Network_status==NETSTAT_WAITING))
net_udp_read_pdata_short_packet (&pd);
}
else
{
fix time = timer_get_fixed_seconds();
if (data_len > (sizeof(UDP_frame_info)*(MAX_PLAYERS-1)))
return;
if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr)))
return;
for (i = 0; i < MAX_PLAYERS; i++)
{
UDP_frame_info pd;
memset(&pd, 0, sizeof(UDP_frame_info));
pd.Player_num = i; len++;
pd.connected = data[len]; len++;
if ((i == Player_num) || (pd.connected != CONNECT_PLAYING))
{
if (pd.connected == CONNECT_DISCONNECTED)
{
Netgame.players[i].LastPacketTime = time - UDP_TIMEOUT;
net_udp_timeout_check(time);
}
continue;
}
pd.obj_render_type = data[len]; len++;
memcpy(&pd.pos.bytemat, &(data[len]), 9); len += 9;
pd.pos.xo = GET_INTEL_SHORT(&data[len]); len += 2;
pd.pos.yo = GET_INTEL_SHORT(&data[len]); len += 2;
pd.pos.zo = GET_INTEL_SHORT(&data[len]); len += 2;
pd.pos.segment = GET_INTEL_SHORT(&data[len]); len += 2;
pd.pos.velx = GET_INTEL_SHORT(&data[len]); len += 2;
pd.pos.vely = GET_INTEL_SHORT(&data[len]); len += 2;
pd.pos.velz = GET_INTEL_SHORT(&data[len]); len += 2;
if ((Game_mode&GM_NETWORK) && ((Network_status == NETSTAT_PLAYING)||(Network_status == NETSTAT_ENDLEVEL) || Network_status==NETSTAT_WAITING))
net_udp_read_pdata_short_packet (&pd);
}
}
}
void net_udp_read_pdata_short_packet(UDP_frame_info *pd)
{
int TheirPlayernum;
int TheirObjnum;
object * TheirObj = NULL;
TheirPlayernum = pd->Player_num;
TheirObjnum = Players[pd->Player_num].objnum;
if (!multi_quit_game && (TheirPlayernum >= N_players))
{
if (Network_status!=NETSTAT_WAITING)
{
Int3(); // We missed an important packet!
multi_consistency_error(0);
return;
}
else
return;
}
TheirObj = &Objects[TheirObjnum];
Netgame.players[TheirPlayernum].LastPacketTime = timer_get_fixed_seconds();
//------------ Read the player's ship's object info ----------------------
extract_shortpos(TheirObj, &pd->pos, 0);
if (TheirObj->movement_type == MT_PHYSICS)
set_thrust_from_velocity(TheirObj);
//------------ Welcome them back if reconnecting --------------
if (!Players[TheirPlayernum].connected) {
Players[TheirPlayernum].connected = CONNECT_PLAYING;
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_multi_reconnect(TheirPlayernum);
digi_play_sample( SOUND_HUD_MESSAGE, F1_0);
ClipRank (&Netgame.players[TheirPlayernum].rank);
if (GameArg.MplNoRankings)
HUD_init_message( "'%s' %s", Players[TheirPlayernum].callsign, TXT_REJOIN );
else
HUD_init_message( "%s'%s' %s", RankStrings[Netgame.players[TheirPlayernum].rank],Players[TheirPlayernum].callsign, TXT_REJOIN );
multi_send_score();
net_udp_noloss_clear_mdata_got(TheirPlayernum);
}
}
void net_udp_send_smash_lights (int pnum)
{
// send the lights that have been blown out
int i;
pnum=pnum;
for (i=0;i<=Highest_segment_index;i++)
if (Light_subtracted[i])
multi_send_light_specific(pnum,i,Light_subtracted[i]);
}
void net_udp_send_fly_thru_triggers (int pnum)
{
// send the fly thru triggers that have been disabled
int i;
for (i=0;i<Num_triggers;i++)
if (Triggers[i].flags & TF_DISABLED)
multi_send_trigger_specific(pnum,i);
}
void net_udp_send_player_flags()
{
int i;
for (i=0;i<N_players;i++)
multi_send_flags(i);
}
// Send the ping list in regular intervals
void net_udp_ping_frame(fix time)
{
static fix PingTime = 0;
if (!multi_i_am_master())
return;
if (((PingTime + F1_0) < time) || (PingTime > time))
{
ubyte buf[UPKT_PING_SIZE];
int len = 0, i = 0;
memset(&buf, 0, sizeof(ubyte)*UPKT_PING_SIZE);
buf[len] = UPID_PING; len++;
PUT_INTEL_INT(buf + len, time); len += 4;
for (i = 1; i < MAX_PLAYERS; i++)
{
PUT_INTEL_INT(buf + len, Netgame.players[i].ping); len += 4;
}
for (i = 1; i < MAX_PLAYERS; i++)
{
if (Players[i].connected == CONNECT_DISCONNECTED)
continue;
sendto (UDP_Socket[0], buf, sizeof(buf), 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr));
}
PingTime = time;
}
}
// Got a PING from host. Apply the pings to our players and respond to host.
void net_udp_process_ping(ubyte *data, int data_len, struct _sockaddr sender_addr)
{
fix host_ping_time = 0;
ubyte buf[UPKT_PONG_SIZE];
int i, len = 0;
if (data_len != UPKT_PING_SIZE)
return;
if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr)))
return;
len++; // Skip UPID byte;
host_ping_time = GET_INTEL_INT(&(data[len])); len += 4;
for (i = 1; i < MAX_PLAYERS; i++)
{
Netgame.players[i].ping = GET_INTEL_INT(&(data[len])); len += 4;
}
buf[0] = UPID_PONG;
buf[1] = Player_num;
PUT_INTEL_INT(buf + 2, host_ping_time);
sendto (UDP_Socket[0], buf, sizeof(buf), 0, (struct sockaddr *)&sender_addr, sizeof(struct _sockaddr));
}
// Got a PONG from a client. Check the time and add it to our players.
void net_udp_process_pong(ubyte *data, int data_len, struct _sockaddr sender_addr)
{
fix client_pong_time = 0;
int i = 0;
if (data_len != UPKT_PONG_SIZE)
return;
if (data[1] >= MAX_PLAYERS || data[1] < 1)
return;
if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[data[1]].protocol.udp.addr, sizeof(struct _sockaddr)))
return;
if (i == MAX_PLAYERS)
return;
memcpy(&client_pong_time, &(data[2]), 4);
Netgame.players[data[1]].ping = f2i(fixmul(timer_get_fixed_seconds() - INTEL_INT(client_pong_time),i2f(1000)));
if (Netgame.players[data[1]].ping < 0)
Netgame.players[data[1]].ping = 0;
if (Netgame.players[data[1]].ping > 9999)
Netgame.players[data[1]].ping = 9999;
}
void net_udp_do_refuse_stuff (UDP_sequence_packet *their)
{
int i,new_player_num;
ClipRank (&their->player.rank);
for (i=0;i<MAX_PLAYERS;i++)
{
if (!strcmp (their->player.callsign,Players[i].callsign))
{
net_udp_welcome_player(their);
return;
}
}
if (!WaitForRefuseAnswer)
{
for (i=0;i<MAX_PLAYERS;i++)
{
if (!strcmp (their->player.callsign,Players[i].callsign))
{
net_udp_welcome_player(their);
return;
}
}
digi_play_sample (SOUND_HUD_JOIN_REQUEST,F1_0*2);
if (Game_mode & GM_TEAM)
{
if (!GameArg.MplNoRankings)
{
HUD_init_message ("%s %s wants to join",RankStrings[their->player.rank],their->player.callsign);
}
else
{
HUD_init_message ("%s wants to join",their->player.callsign);
}
HUD_init_message ("Alt-1 assigns to team %s. Alt-2 to team %s",their->player.callsign,Netgame.team_name[0],Netgame.team_name[1]);
}
else
{
HUD_init_message ("%s wants to join (accept: F6)",their->player.callsign);
}
strcpy (RefusePlayerName,their->player.callsign);
RefuseTimeLimit=timer_get_fixed_seconds();
RefuseThisPlayer=0;
WaitForRefuseAnswer=1;
}
else
{
for (i=0;i<MAX_PLAYERS;i++)
{
if (!strcmp (their->player.callsign,Players[i].callsign))
{
net_udp_welcome_player(their);
return;
}
}
if (strcmp(their->player.callsign,RefusePlayerName))
return;
if (RefuseThisPlayer)
{
RefuseTimeLimit=0;
RefuseThisPlayer=0;
WaitForRefuseAnswer=0;
if (Game_mode & GM_TEAM)
{
new_player_num=net_udp_get_new_player_num (their);
Assert (RefuseTeam==1 || RefuseTeam==2);
if (RefuseTeam==1)
Netgame.team_vector &=(~(1<<new_player_num));
else
Netgame.team_vector |=(1<<new_player_num);
net_udp_welcome_player(their);
net_udp_send_netgame_update();
}
else
{
net_udp_welcome_player(their);
}
return;
}
if ((timer_get_fixed_seconds()) > RefuseTimeLimit+REFUSE_INTERVAL)
{
RefuseTimeLimit=0;
RefuseThisPlayer=0;
WaitForRefuseAnswer=0;
if (!strcmp (their->player.callsign,RefusePlayerName))
{
net_udp_dump_player(their->player.protocol.udp.addr, DUMP_DORK);
}
return;
}
}
}
int net_udp_get_new_player_num (UDP_sequence_packet *their)
{
int i;
their=their;
if ( N_players < MaxNumNetPlayers)
return (N_players);
else
{
// Slots are full but game is open, see if anyone is
// disconnected and replace the oldest player with this new one
int oldest_player = -1;
fix oldest_time = timer_get_fixed_seconds();
Assert(N_players == MaxNumNetPlayers);
for (i = 0; i < N_players; i++)
{
if ( (!Players[i].connected) && (Netgame.players[i].LastPacketTime < oldest_time))
{
oldest_time = Netgame.players[i].LastPacketTime;
oldest_player = i;
}
}
return (oldest_player);
}
}
void net_udp_send_extras ()
{
#if 0 // let's try somethign new
Assert (Player_joining_extras>-1);
if (Network_sending_extras==40)
net_udp_send_fly_thru_triggers(Player_joining_extras);
if (Network_sending_extras==38)
net_udp_send_door_updates(Player_joining_extras);
if (Network_sending_extras==35)
net_udp_send_markers();
if (Network_sending_extras==30 && (Game_mode & GM_MULTI_ROBOTS))
multi_send_stolen_items();
if (Network_sending_extras==25 && (Netgame.PlayTimeAllowed || Netgame.KillGoal))
multi_send_kill_goal_counts();
if (Network_sending_extras==20)
net_udp_send_smash_lights(Player_joining_extras);
if (Network_sending_extras==15)
net_udp_send_player_flags();
if (Network_sending_extras==10)
multi_send_powerup_update();
Network_sending_extras--;
if (!Network_sending_extras)
Player_joining_extras=-1;
#endif
net_udp_send_fly_thru_triggers(Player_joining_extras);
net_udp_send_door_updates(Player_joining_extras);
net_udp_send_markers();
if (Game_mode & GM_MULTI_ROBOTS)
multi_send_stolen_items();
if (Netgame.PlayTimeAllowed || Netgame.KillGoal)
multi_send_kill_goal_counts();
net_udp_send_smash_lights(Player_joining_extras);
net_udp_send_player_flags();
multi_send_powerup_update();
Network_sending_extras = 0;
Player_joining_extras = -1;
}
void net_udp_check_for_old_version (char pnum)
{
if (Netgame.players[(int)pnum].version_major==1 && (Netgame.players[(int)pnum].version_minor & 0x0F)==0)
Netgame.players[(int)pnum].rank=0;
}
static int show_game_rules_handler(window *wind, d_event *event, netgame_info *netgame)
{
int k;
int w = FSPACX(280), h = FSPACY(170);
switch (event->type)
{
case EVENT_WINDOW_ACTIVATED:
game_flush_inputs();
break;
case EVENT_IDLE:
timer_delay2(50);
//see if redbook song needs to be restarted
RBACheckFinishedHook();
k = key_inkey();
switch( k ) {
case KEY_PRINT_SCREEN:
save_screen_shot(0); k = 0;
break;
case KEY_ENTER:
case KEY_SPACEBAR:
case KEY_ESC:
window_close(wind);
break;
}
return 0;
break;
case EVENT_WINDOW_DRAW:
gr_set_current_canvas(NULL);
#ifdef OGL
nm_draw_background1(NULL);
#endif
nm_draw_background(((SWIDTH-w)/2)-BORDERX,((SHEIGHT-h)/2)-BORDERY,((SWIDTH-w)/2)+w+BORDERX,((SHEIGHT-h)/2)+h+BORDERY);
gr_set_current_canvas(window_get_canvas(wind));
grd_curcanv->cv_font = MEDIUM3_FONT;
gr_set_fontcolor(gr_find_closest_color_current(29,29,47),-1);
gr_string( 0x8000, FSPACY(15), "NETGAME INFO");
grd_curcanv->cv_font = GAME_FONT;
gr_printf( FSPACX( 25),FSPACY( 35), "Reactor Life:");
gr_printf( FSPACX( 25),FSPACY( 41), "Max Time:");
gr_printf( FSPACX( 25),FSPACY( 47), "Kill Goal:");
gr_printf( FSPACX( 25),FSPACY( 53), "Pakets per second:");
gr_printf( FSPACX(155),FSPACY( 35), "Invul when reappearing:");
gr_printf( FSPACX(155),FSPACY( 41), "Marker camera views:");
gr_printf( FSPACX(155),FSPACY( 47), "Indestructible lights:");
gr_printf( FSPACX(155),FSPACY( 53), "Bright player ships:");
gr_printf( FSPACX(155),FSPACY( 59), "Show enemy names on hud:");
gr_printf( FSPACX(155),FSPACY( 65), "Show players on automap:");
gr_printf( FSPACX( 25),FSPACY( 80), "Allowed Objects");
gr_printf( FSPACX( 25),FSPACY( 90), "Laser Upgrade:");
gr_printf( FSPACX( 25),FSPACY( 96), "Super Laser:");
gr_printf( FSPACX( 25),FSPACY(102), "Quad Laser:");
gr_printf( FSPACX( 25),FSPACY(108), "Vulcan Cannon:");
gr_printf( FSPACX( 25),FSPACY(114), "Gauss Cannon:");
gr_printf( FSPACX( 25),FSPACY(120), "Spreadfire Cannon:");
gr_printf( FSPACX( 25),FSPACY(126), "Helix Cannon:");
gr_printf( FSPACX( 25),FSPACY(132), "Plasma Cannon:");
gr_printf( FSPACX( 25),FSPACY(138), "Phoenix Cannon:");
gr_printf( FSPACX( 25),FSPACY(144), "Fusion Cannon:");
gr_printf( FSPACX( 25),FSPACY(150), "Omega Cannon:");
gr_printf( FSPACX(170),FSPACY( 90), "Flash Missile:");
gr_printf( FSPACX(170),FSPACY( 96), "Homing Missile:");
gr_printf( FSPACX(170),FSPACY(102), "Guided Missile:");
gr_printf( FSPACX(170),FSPACY(108), "Proximity Bomb:");
gr_printf( FSPACX(170),FSPACY(114), "Smart Mine:");
gr_printf( FSPACX(170),FSPACY(120), "Smart Missile:");
gr_printf( FSPACX(170),FSPACY(126), "Mercury Missile:");
gr_printf( FSPACX(170),FSPACY(132), "Mega Missile:");
gr_printf( FSPACX(170),FSPACY(138), "Earthshaker Missile:");
gr_printf( FSPACX( 25),FSPACY(160), "Afterburner:");
gr_printf( FSPACX( 25),FSPACY(166), "Headlight:");
gr_printf( FSPACX( 25),FSPACY(172), "Energy->Shield Conv:");
gr_printf( FSPACX(170),FSPACY(160), "Invulnerability:");
gr_printf( FSPACX(170),FSPACY(166), "Cloaking Device:");
gr_printf( FSPACX(170),FSPACY(172), "Ammo Rack:");
gr_set_fontcolor(BM_XRGB(255,255,255),-1);
gr_printf( FSPACX(115),FSPACY( 35), "%i Min", netgame->control_invul_time/F1_0/60);
gr_printf( FSPACX(115),FSPACY( 41), "%i Min", netgame->PlayTimeAllowed*5);
gr_printf( FSPACX(115),FSPACY( 47), "%i", netgame->KillGoal);
gr_printf( FSPACX(115),FSPACY( 53), "%i", netgame->PacketsPerSec);
gr_printf( FSPACX(275),FSPACY( 35), netgame->InvulAppear?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 41), netgame->Allow_marker_view?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 47), netgame->AlwaysLighting?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 53), netgame->BrightPlayers?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 59), netgame->ShowAllNames?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 65), netgame->game_flags & NETGAME_FLAG_SHOW_MAP?"ON":"OFF");
gr_printf( FSPACX(130),FSPACY( 90), netgame->AllowedItems & NETFLAG_DOLASER?"YES":"NO");
gr_printf( FSPACX(130),FSPACY( 96), netgame->AllowedItems & NETFLAG_DOSUPERLASER?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(102), netgame->AllowedItems & NETFLAG_DOQUAD?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(108), netgame->AllowedItems & NETFLAG_DOVULCAN?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(114), netgame->AllowedItems & NETFLAG_DOGAUSS?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(120), netgame->AllowedItems & NETFLAG_DOSPREAD?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(126), netgame->AllowedItems & NETFLAG_DOHELIX?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(132), netgame->AllowedItems & NETFLAG_DOPLASMA?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(138), netgame->AllowedItems & NETFLAG_DOPHOENIX?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(144), netgame->AllowedItems & NETFLAG_DOFUSION?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(150), netgame->AllowedItems & NETFLAG_DOOMEGA?"YES":"NO");
gr_printf( FSPACX(275),FSPACY( 90), netgame->AllowedItems & NETFLAG_DOFLASH?"YES":"NO");
gr_printf( FSPACX(275),FSPACY( 96), netgame->AllowedItems & NETFLAG_DOHOMING?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(102), netgame->AllowedItems & NETFLAG_DOGUIDED?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(108), netgame->AllowedItems & NETFLAG_DOPROXIM?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(114), netgame->AllowedItems & NETFLAG_DOSMARTMINE?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(120), netgame->AllowedItems & NETFLAG_DOSMART?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(126), netgame->AllowedItems & NETFLAG_DOMERCURY?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(132), netgame->AllowedItems & NETFLAG_DOMEGA?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(138), netgame->AllowedItems & NETFLAG_DOSHAKER?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(160), netgame->AllowedItems & NETFLAG_DOAFTERBURNER?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(166), netgame->AllowedItems & NETFLAG_DOHEADLIGHT?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(172), netgame->AllowedItems & NETFLAG_DOCONVERTER?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(160), netgame->AllowedItems & NETFLAG_DOINVUL?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(166), netgame->AllowedItems & NETFLAG_DOCLOAK?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(172), netgame->AllowedItems & NETFLAG_DOAMMORACK?"YES":"NO");
gr_set_current_canvas(NULL);
break;
case EVENT_WINDOW_CLOSE:
return 0; // continue closing
break;
default:
return 0;
break;
}
return 1;
}
void net_udp_show_game_rules(netgame_info *netgame)
{
gr_set_current_canvas(NULL);
window_create(&grd_curscreen->sc_canvas, (SWIDTH - FSPACX(320))/2, (SHEIGHT - FSPACY(200))/2, FSPACX(320), FSPACY(200),
(int (*)(window *, d_event *, void *))show_game_rules_handler, netgame);
}
static int show_game_info_handler(newmenu *menu, d_event *event, netgame_info *netgame)
{
if (event->type != EVENT_NEWMENU_SELECTED)
return 0;
if (newmenu_get_citem(menu) != 1)
return 0;
net_udp_show_game_rules(netgame);
return 1;
}
int net_udp_show_game_info()
{
char rinfo[512],*info=rinfo;
char *NetworkModeNames[]={"Anarchy","Team Anarchy","Robo Anarchy","Cooperative","Capture the Flag","Hoard","Team Hoard","Unknown"};
int c;
netgame_info *netgame = &Netgame;
memset(info,0,sizeof(char)*256);
info+=sprintf(info,"\nConnected to\n\"%s\"\n",netgame->game_name);
if(!netgame->mission_title)
info+=sprintf(info,"Descent2: CounterStrike");
else
info+=sprintf(info,netgame->mission_title);
info+=sprintf (info," - Lvl %i",netgame->levelnum);
info+=sprintf (info,"\n\nDifficulty: %s",MENU_DIFFICULTY_TEXT(netgame->difficulty));
info+=sprintf (info,"\nGame Mode: %s",NetworkModeNames[netgame->gamemode]);
info+=sprintf (info,"\nPlayers: %i/%i",netgame->numconnected,netgame->max_numplayers);
c=nm_messagebox1("WELCOME", (int (*)(newmenu *, d_event *, void *))show_game_info_handler, netgame, 2, "JOIN GAME", "GAME INFO", rinfo);
if (c==0)
return 1;
//else if (c==1)
// handled in above callback
else
return 0;
}